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Battletech Innersphere Mechs Converted to RIFTS



By Strider Kage in Rifts · Edit Doc · Delete



Inner sphere mechs converted to rifts



(All battlemechs take ½ dmg from non battlemech weapons)



(all clan battlemechs take ¼ dmg from all non battlemech weapons & only ½ dmg from all innersphere battlemech weapons)



(all battlemechs have fire linked systems <means all like weapon systems fire at the same time, {example: all energy weapons fire at the same time or all missile weapons fire at the same time, also all mechs can do an ALPHA Strike, meaning that they can fire all weapons at the same time at the same target only }>)



Model Type: STY - 3C Star Slayer



Class: Battlemech



Chassis- Thor-4 Endo Steel



Armor- Morse-34 Ferro-Fibrous /w CASE



Mass- 50



Crew: One pilot



MDC by Location:



*Head - 180



**Main Body - 840



Arm(2) - 240 each



Legs(2) - 360 each



WEAPON SYSTEMS-



(1) FireScan with IndirecTrack Targeting Computer- 100



(1) FireScan with IndirecTrack Artemis FCS- 100



(1) FireScan with IndirecTrack Bloodhound Active Probe- 100



(1) Tek BattleCom Angel ECM Suite- 100



(1) TharHes 4 pack Short-Range Missile +2t ammo- 100



(2) BlazeFire Systems Large Lasers- 150 each



(2) Defiance B3M Medium Lasers- 50 each



(2) Defiance B4M Small Laser- 25 (1; rear facing)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Speed:



Running: 80mph



Walking: 50 mph



Leaping: 50ft



Height 30 feet



Width - 6 feet



Length - 5 feet



Power Plant - Magna 259 Fusion engine



Physical Strength - equal to a PS of 50



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Targeting Computer= <100> (head) +5 strike with all weapons



Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses



Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



SRM 4= <100> (lt)



Mega Damage: 2D4 MD /missile



Range: 3 miles 10ftr of impact site



Rate of Fire: volleys of 4 per melee



Payload: 48 missile volleys



Large Lasers =<75> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Large Lasers =<75> (rt)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (head)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (rhead)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Hand To Hand: as per Robot combat



Overview:



In response to orders from General Aleksandr Kerensky for the production of a new medium 'Mech, Blue Shot Weaponry was awarded a contract in 2765 to build the Starslayer for the SLDF. However, the numerous delays that plagued Blue Shot throughout the 'Mech's production run prevented it from being built in great numbers. By the time the bugs had been worked out, the SLDF was embroiled in the Amaris Civil War, and more Starslayer ended up in storage than on the front lines. These hidden Starslayers later became a boon to House and mercenary units that stumbled on them. Recent versions of the Starslayer replace the standard chassis with endo steel, making the 'Mech both lighter and sturdier.



Capabilities:



Built to be rugged and dependable, the Starslayer was intended for garrison, mop-up and recon duties. The designers at Blue Shot used well-established technologies in an effort to make the Starslayer easy to maintain and to allow the 'Mech to remain in the field for long periods. A Magna 250 engine makes the Starslayer as fast as most of the SLDF's medium 'Mechs, and jump jets give the Starslayer greater mobility. Ferro-fibrous armor provides the Starslayer with maximum protection at a reduced weight which, when coupled with an endo steel frame, allows the 'Mech to carry heavy weapons. Two large lasers give the Starslayer its heavy firepwoer, backed up by two medium lasers and a small laser. To discourage enemy 'Mechs from attacking the rear of the Starslayer, the small laser fires in the 'Mech's rear arc. An SRM-4 missle pack enables the Starslayer to engage in close fighting , and CASE protects the pilot from ammo explosions.



Deployment:



Blue Shot has already completed three pruduction runs of teh new Starslayer 3C, and most of these 'Mechs have been deployed with various militia units in the Lyran Alliance. some have also been sold to the Magistracy of Canopus and several mercenary units stationed in Lyran space.



Model Type: STY – 3D Star Slayer



Class: Battlemech



Chassis- Thor-4 Endo Steel



Armor- Morse-34 Ferro-Fibrous /w CASE



Mass- 50



Crew: One pilot



MDC by Location:



*Head - 180



**Main Body - 840



Arm(2) - 240 each



Legs(2) - 360 each



WEAPON SYSTEMS-



(1) FireScan with IndirecTrack Targeting Computer- 100



(1) FireScan with IndirecTrack Bloodhound Active Probe- 100



(1) Tek BattleCom Angel ECM Suite- 100



(1) Defiance 1001 Extended-Range Particle Projection Cannon- 200



(1) BlazeFire Systems Large Lasers- 150



(4) Defiance B3M Medium Lasers- 50 each



(6) Odin's Own Model 34z Jump Jets- 60 each (2 each ct/lt/rt)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Speed:



Running: 80mph



Walking: 50 mph



Leaping: 50ft



Height 30 feet



Width - 6 feet



Length - 5 feet



Power Plant - Magna 259 Fusion engine



Physical Strength - equal to a PS of 50



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Targeting Computer= <100> (head) +5 strike with all weapons



Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



ER PPC=<200> (ra)



Mega Damage: 15d10x10 +60



Range: 40000ft



Rate of Fire: standard



Payload : unlimited



Large Lasers =<75> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Large Lasers =<75> (rt)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rhead)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (head)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Hand To Hand: as per Robot combat



Overview:



In response to orders from General Aleksandr Kerensky for the production of a new medium 'Mech, Blue Shot Weaponry was awarded a contract in 2765 to build the Starslayer for the SLDF. However, the numerous delays that plagued Blue Shot throughout the 'Mech's production run prevented it from being built in great numbers. By the time the bugs had been worked out, the SLDF was embroiled in the Amaris Civil War, and more Starslayers ended up in storage than on the front lines. These hidden Starslayers later became a boon to House and mercenary units that stumbled on them. Recent versions of the Starslayer replace the standard chassis with endo steel, making the 'Mech both lighter and sturdier.



Capabilities:



Built to be rugged and dependable, the Starslayer was intended for garrison, mop-up, and recon duties. The designers at Blue Shot used well-established technologies in an effort to make the Starslayer easy to maintain and to allow the 'Mech to remain in the field for long periods.A Magna 250 engine makes the Starslayer as fast as most of the SLDF's medium 'Mechs, and jump jets give the Starslayer greater mobility. Ferro-fibrous armor provides the Starslayer with maximum protechtion at a reduced weight which, when coupled with an endo steel frame, allows the 'Mech to carry heavier weapons. Two large lasers give the Starslayer its heavy firepower, backed up by two medium lasers and a small laser. To discourage enemy 'Mechs from attacking the rear of the Starslayer, the small laser fires in the 'Mech's rear arc. An SRM-4 missle pack enables the Starslayer to engage in close fighting, and CASE protects the pilot from ammo explosions. Blue Shot Weapons offers a variant of the Starslayer known as the 3D model. The 3D drops the torso-mounted large laser, the SRM-4 with its ammo, and CASE in favor of an extended-range PPc. The 3D also adds an extra double heat sink and replaces the rear-firing small laser with a medium laser.



Deployment:



Blue Shot has already completed three production runs of the new Starslayer 3C, and most of these 'Mechs have been deployed with various militia units in the Lyran Alliance. Some have also been sold to the Magistracy of Canopus and several mercenary units stationed in Lyran space.



Model Type: GRN - 01 Grand Crusader



Class: Battlemech



Chassis- Crucis-ES Endo Steel



Armor- Maximillian-45 Ferro-Fibrous



Mass- 80



Crew: 1-2



MDC by Location:



*Head - 200



**Main Body - 1200



Arms(2) - 400 each



Legs(2) - 600 each



Weapon Systems-



(1) Lindblad Shotgun Anti-Missle System Anti-missile System - 120



(1) Garret A99 Artemis IV FCS- 100



(1) Sureshot MK X Targeting Computer- 100



(2) Tronel PPI-20 ER Large Pulse Lasers- 300 each



(2) Holly LRM-20 Packs +2t ammo each- 250 each



(2) Intek ER Medium Pulse Lasers - 200 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Speed:



Running: 54 mph maximum



Leaping: not possible



Height: 45 feet



Width: 8 feet



Lenght: 6 feet



Power Plant: Hermes 240 XL fusion engine



Physical Strength: equal to a PS of 60



Cost: 75 million credits for a new, fully armed `mech



Weapon Systems:



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Artemis IV FCS=<100> (rct)+ 10 to strike with all missile weapons when linked to a narc missile never misses



Targeting Computer= <100> (head) +5 strike with all weapons



ER Medium Pulse Lasers=<200>( la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER LRM 20=<150> (lt)



Mega Damage: 5D6 MD/missile



Range: 1600 miles 40ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 720 missile volleys



ER LRM 20=<150> (rt)



Mega Damage: 5D6 MD/missile



Range: 1600 miles 40ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 720 missile volleys



Anti - Missile System=<50> (head)



Mega Damage: 1D4 MD



Range: 6000 feet



Rate: standard



Payload:24



Hand To Hand: as per Robot combat



Model Type: FS9 - S Firestarter



Class: Battlemech



Chassis- Argile H/09



Armor- Livingston Ceramics



Mass- 35



Crew: One pilot



MDC by Location:



*Head - 180



**Main Body - 620



Arms(2) - 120 each



Legs(2) - 150 each



Weapon Systems-



(1) Transech Omni-7 Beagle Active Probe- 100



(4) Purity L-Series Flamers(4) - 120 each



(2) Deprus RF Machine Guns +2t ammo each- 120 each



(2) Magna II ER Pulse Medium Lasers(2) - 200 each



(1) Defian Industries Type II ER Pulse Small Laser - 120



(1) Knock Out Anti - Missile System +2t ammo- 200



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Speed:



Running: 97.2 kph maximum; cruising is 64.8 kph



Leaping: 180 meters



Height: 28 feet



Width: 6 feet



Lenght: 5 feet



Power Plant: Hermes 210 fusion engine



Physical Strength: equal to a PS of 60



Cost: 75 million credits for a new, fully armed `mech



Weapon Systems:



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Anti - Missile System=<50> (head)



Mega Damage: 1D4 MD



Range: 6000 feet



Rate: standard



Payload:48



ER Flamer=<50> (la)



Mega Damage: 4d4x10 md 10act fire damage



Range: 600ft



Rate of Fire: standard



Payload: unlimited



ER Flamer=<50> (ra)



Mega Damage: 4d4x10 md 10act fire damage



Range: 600ft



Rate of Fire: standard



Payload: unlimited



ER Flamer=<50> (ct)



Mega Damage: 4d4x10 md 10act fire damage



Range: 600ft



Rate of Fire: standard



Payload: unlimited



ER Flamer=<50> (rct)



Mega Damage: 4d4x10 md 10act fire damage



Range: 600ft



Rate of Fire: standard



Payload: unlimited



Machine Gun=<120> (lt)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<120> (rt)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Hand To Hand: as per Robot combat



Overview:



The Firestarter was conceived primarily as an indirect assault unit. Constructed by Argile Technologies of Skye from 2550 to the beginning of the Civil War in early 2776, it was successfully marketed as a highly mobile incendiary 'Mech. Nearly 3,000 Firestarter's saw active service. Most 'Mech regiments contained a number of FS9s, and spare parts were usually stocked at all repair depots. Though many Firestarters have been gutted beyond repair, those that survive are usually in good condition. Because the FS9-H was a popular 'Mech, a good supply of spare parts is still available.



Capabilities:



The Firestarter was rarely attached to a lance, instead usually assigned to a company or regiment. The commander would deploy the 'Mech to support an attack group or to scout wooded terrain.



Though a real threat to light 'Mechs, a Firestarter can do little against the formidable armor and weaponry of medium and heavy opponents. It was the ability to set fires that made the FS9 so valuable. Skillfully placed blazes could rout enemy forces, break lines, and corner 'Mechs. A whole series of tactics was developed around creating and spreading wildfires. Firestarter pilots are particularly fond of setting dense woods afire while enemy 'Mechs are advancing through them and of igniting buildings that are sheltering enemy units. If an engagement is lost, a Firestarter could create fire and smoke to cover a retreat and to hamper pursuit.



The Firestarter also works well as a scout. Its speed and armor give it good protection in the field. Not only could it map terrain as it traveled, but it could also clear away wooded areas that the enemy might use as defensive positions or for an ambush.



The Firestarter also carried out scorched-earth missions in the early days of the Succession Wars. In recent decades, as armies attempt to capture and hold targets intact, scorched earth has become an extremely rare policy. It is only used when even long-term victory is impossible or when the target is too valuable to fall into enemy hands.



Deployment:



Because Firestarters were common in all 'Mech forces before the Succession Wars, none of the five Successor States has a shortage of these 'Mechs. However, more and more Firestarters are being assigned to lances to replace light and medium 'Mechs lost in action.



In the earliest days of the First Succession War, the Second Lyran Guard was assigned to garrison the planet of Port Moseby. In addition to the regular units of her regiment, Colonel Alexandra Waters was also assigned three Firestarters. Port Moseby was a vitally important trade center, and Waters was ordered to hold it at all costs.



In August 2786, House Kurita attacked. Elements of McGavin's and Johiro's Regiments landed near the capital city, despite the best efforts of Walker's aerospace fighter wing. To escape the constant fighter attacks, the invaders advanced on the capital through heavily wooded country. Seeing her chance, Colonel Waters sent her Firestarters into action.



An intense drought had left the forests tinder-dry, and the Firestarters quickly ringed the Kurita forces in flames. While the enemy 'Mechs struggled through the burning forest, moving slowly to avoid overheating, Waters brought her forces to the edge of the fire, engaging the enemy as it stumbled from the inferno. After only a few hours of combat, the Kurita forces were forced to retreat offworld. While the Second Lyran Guard had suffered only light damage, fewer than half of the attackers escaped.



This was the first major battle in which incendiary 'Mechs were used. Their limited usefulness was emphasized when Kurita forces again assaulted Port Moseby later that year. Because the forests had been completely destroyed in the first battle, Colonel Waters could not repeat her fire-starting tactics. The superior Kurita forces obliterated the Second Lyran Guard.



The first battle for Moseby enhanced the prestige of the Firestarter, and commanders began experimenting with various methods of deploying the FS9. One popular idea concerned grouping the Firestarters into igniter lances, which allowed better coordination of incendiary activities. While this concept worked well during major assault operations, the members of these lances were usually reassigned once the campaign was over.



Firestarters were often piloted by officers in cornmand of Wasp or Stinger units. These fast, light raiding groups usually attacked lightly defended targets or worked as deep penetration scouts.



Model Type: RFL - 5M Rifleman/Raidar X



Class: Battlemech



Chassis- Kallon Type IV Endo Steel



Armor- Kallon Royalstar Ferro-Fibrous



Mass- 60



Crew: One pilot



MDC by Location:



*Head - 180



**Main Body - 530



Arms(2) - 150 each



Legs(2) - 280 each



Weapon Systems-



(1) Garret D2 Blood Hound Active Probe- 100



(1) Garret T11-A Gaurdian ECM Suite- 100



(1) Garret T11-A Angel ECM Suite- 100



(1) Garret D2 Targeting Computer- 100



(2) Knock Down MK IIII Laser Anti-Missile System- 75 each



(2) Imperator-A AC/5 Ultra +2t ammo each - 200 each



(2) Magna MK III Heavy ER Pulse Large Lasers- 300 each



(2) Magna MK II ER Pulse Medium Lasers- 200 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Speed:



Running: 90 mph



Walking- 70 mph



Leaping: not possible



Height: 45 feet



Width: 25 feet



Lenght: 17 feet



Power Plant: Hermes 240XL fusion engine



Physical Strength: equal to a PS of 60



Cost: 75 million credits for a new, fully armed `mech



Weapon Systems:



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Targeting Computer= <100> +5 strike with all weapons



AC/5=<200> (la)



Mega Damage: 5d6x10ss 10d6x10ds



Range: 4000ft



Rate of Fire: standard



Payload: 400



AC/5=<200> (ra)



Mega Damage: 5d6x10 10d6x10ds



Range: 4000ft



Rate of Fire: standard



Payload: 400



ER Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200>(ct)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200>(rt)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (rct)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Hand To Hand: as per Robot combat



Overview:



The first Riflemen were built for Star League by Kallon Industries in 2505. Designed as a medium fire-support vehicle, this early model was lighter and less heavily armored than the current version, and mounted Kallon Class C laser cannon. Chronic overheating forced the addition of more heat sinks and the replacement of the old lasers with more efficient Magna IIs and IIIs.



The current incarnation of the Rifleman, the RFL-3N, was first built in 2770, during the collapse of Star League. Arm-mounted Kallon Imperator-A autocannon replaced the Mark II lasers, producing the familiar configuration of two medium and two heavy lasers and two medium autocannon. Although designed to be primarily a fire-support 'Mech, the Rifleman can hold its own in close combat against lighter 'Mechs.



Capabilities:



The Imperator-A autocannon is an excellent long range weapon system, combining striking power with good range and low heat buildup. Although earlier Rifleman models were plagued by ammunition feed problems, the autocannon system is now at the heart of the 'Mech's success on the battlefield.



Though outclassed by better-armed vehicles such as the Warhammer and the Hunchback the versatile and reliable Rifleman can nevertheless perform as an effective component in more complex battle plans.



Lack of ammunition is the one major flaw in the Rifleman's autocannon system. As each 'Mech can carry only 20 rounds, or ten for each cannon, it becomes a problem in longer campaigns, for example, where supply lines are fragile. The Rifleman's four lasers provide some compensation, however, as well as providing the 'Mech with close-combat capability.



The Rifleman's secondary role is that of anti-aircraft platform, as its Garret D2j tracking system provides excellent acquisition of swift-moving aerial targets.



Although the Rifleman is admirably sufted to its fire support role, its lack of hands and comparatively low mass make it less effective in close combat against larger machines. Despite this, the 'Mech easily overpowers lighter opponents. Its pilot is well advised, however, to avoid head-on confrontation with machines such as the Marauder and Warhammer.



Although the Garret T11-A com system is highly efficient, its wing-shaped antenna system tends to draw fire, occasionally disrupting communications in Rifleman led units. Some units have been equipped with the more compact, less vulnerable Tek Battlecom system, which provides highly reliable communications even in heavy combat situations. As Battlecom systems are available only by scavenging Phoenix Hawks or Wolvrines, most Riflemen retain the Garret unit and its troublesome antenna.



Today, the Successor Houses deploy the RFL-3N primarily in a mobile overmatch capacity. The 3Ns hold the heights, providing long-range bombardment for the advance of the heavier 'Mechs such as Marauders or Thunderbolts. This also enables the Rifleman to function as an effective reserve, using its lasers at close range if the main advance bogs down. As a last resort, it can even rush into physical combat against enemy forces that might penetrate the main line.



Deployment:



The Rifleman was originally designed for use by Star League defense forces. With the collapse of the League, the Successor Houses appropriated Riflemen for use in their individual military retinues. In the ensuing and disastrous Succession Wars, many Riflemen (and other BattleMechs) were destroyed. However, new production has re-established the 'Mech as a common sight on the battlefields of the Successor States, with 3Ns scattered through various units.



House Davion maintains the largest number of Riflemen. As Hanse Davion is personally fond of the design, he has attempted a number of modifications (see below). Davion's Riflemen have seen action all across Davion territory, playing important roles on Ferris and against House Kurita on Hoff.



The early campaigns of the Succession Wars took a heavy toll on House Davion, and Riflemen also figured prominently in many of those battles. In the first Succession War, when Minoru Kurita's ruthless 'Mech legions almost reached the gates of New Avalon, the planet of New Rhodes III was the scene of fierce fighting between the two houses. When the spaceport city of Polis was threatened, Davion Garrison Commander Colonel Hezekiah Walden deployed a mixed force of Riflemen and Archers on the heights above the strategic mountain pass leading to the city.



A Kurita force of Marauders and Warhammers was dispatched to take the pass. Davion 'Mechs held them back while the Riflemen and Archers poured down a hail of deadly fire on the Kurita troops, who were unable to respond. Kurita then dispatched light Wasps and Locusts up onto the heights to stop the ranged fire, but the Davion Archers met and engaged them while the Riflemen continued to blaze away at the'Mechs below.



Eventually, Davion air support arrived to drive off Kurita, and the Riflemen participated in the pursuit that destroyed a large portion of the attacking force. The defeat at Polis helped to blunt the attack on New Rhodes and drove back the Kurita invasion.



As a result of this and several other battles in which Riflemen played an important role, House Davion values the 'Mech highly and has used it in many a later campaign. In the Third Battle of Harrow's Sun, for example, Davion Riflemen were employed in an anti-aircraft role, keeping Kurita fighters at a respectful distance while the Davion siege of the city of Mura progressed.



Model Type: PHX-HK2 Phoenix Hwak LAM



Class: battlemech



Chassis- Ceres IV Endo Steel



Armor Type- Ceres Metals Ferro-Fibrous Stealth Armor



Crew: 1-2



MDC by Location:



*Head -90



**Main Body (CT+RT+LT combined)- 790



Arm(2) - 80 each



Legs(2) - 270 each



Weapon Systems-



Jump Jets (5)<ct/lt/lt/rt/rt>- 60 each



LAM Conversion Equipment- 100



(1) Laser Anti-Missile System- 75



(2) Maxum Extended Range Medium Lasers- 100



(1) Holly Extended Range LRM 10-rack +2t ammo- 150



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50 tons



Speed: can fly mach 1



Running: 80mph



Walking: 50 mph



Leaping: 50 ft, (500 ft with jet assisted leaps)



Height – 30 ft



Width – 10 ft



Length – 15 ft



Power Plant – Magna 250 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay= (can only use for 1hr then must recharge for 30 mins)½ dmg from all missile weapons <equal to armor of mech>



Glazed Armor Overlay-=(can only use for 1hr then must recharge for 30 mins)½ damage from all ballistic weapons <equal to armor of mech>



Blue Shield Overlay== (can only use for 1hr then must recharge for 30 mins)½ dmg from all energy weapons) <equal to armor of mech>



Stealth Armor System=<200>



Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Laser Anti-Missile System=<75>



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area.



ER Medium Lasers= <100> (Left Arm)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (Right Arm)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER LRM 10=<150> (Right Torso)



Mega Damage: 3d6 MD/missile



Range: 600 miles 40ftr of impact site



Rate of Fire: volleys of 10 per melee



Payload: 360 missile volleys



Model Type: STG-A5 Stinger LAM



Class: battlemech



Chassis- Earthwerks STG Light Endo-Steel



Armor Type- Durallex Light Ferro-Fibrous Stealth Armor



Crew: 1-2



MDC by Location:



*Head -120



**Main Body (CT+RT+LT combined)- 440



Arm(2) – 110 each



Legs(2) - 170 each



Jump Jets (6)<lct/ct/lt/lt/rt/rt>- 50 each



LAM Conversion Equipment- 100



Weapon Systems MDC –



ER Medium Lasers (3)- 100 each



Laser Anti-Missile System (2)- 75 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 30 tons



Speed: can fly mach-1



Running: 90mph



Walking: 60mph



Leaping: 180 ft (1800ft with jet assisted leaps)



Height – 40 ft



Width - 6ft



Length - 11ft



Power Plant - 180 GM XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(3) Magna Extended Range Medium Lasers



Blazer Armor Overlay= (can only use for 1hr then must recharge for 30 mins)½ dmg from all missile weapons <equal to armor of mech>



Glazed Armor Overlay-=(can only use for 1hr then must recharge for 30 mins)½ damage from all ballistic weapons <equal to armor of mech>



Blue Shield Overlay== (can only use for 1hr then must recharge for 30 mins)½ dmg from all energy weapons) <equal to armor of mech>



Stealth Armor System=<200>



Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ER Medium Lasers= <100> (Head)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (Right Arm)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (Left Arm)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



Laser Anti-Missile System= <75> (Head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area.



Model Type: WSP-105 Wasp LAM



Class: battlemech



Chassis- Hellespont Type W Endosteel



Armor Type- Durallex Light Ferro-Fibrous Stealth Armor



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 440



Arm(2) - 110 each



Legs(2) - 170 each



Jump Jets (8)<lt/lt/rt/rt/ll/ll/rl/rl>- 50 each



LAM Conversion Equipment- 100



Weapon Systems MDC –



ER Meduim Laser- 100



ER Small Laser- 50



Laser Anti-Missile System- 75



ER SRM 2- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20 tons



Speed: can fly mach -1



Running: 90mph



Walking: 60 mph



Leaping: 180 ft (1800ft with jet assisted leap)



Height – 25 ft



Width - 7 ft



Length - 11 ft



Power Plant - 180 GM XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) Martell Extended medium Laser



(1) Martell Extended Range Small Laser



(1) Holly Extended Range SRM 2



Blazer Armor Overlay= (can only use for 1hr then must recharge for 30 mins) ½ dmg from all missile weapons <equal to armor of mech>



Glazed Armor Overlay-=(can only use for 1hr then must recharge for 30 mins)½ damage from all ballistic weapons <equal to armor of mech>



Blue Shield Overlay== (can only use for 1hr then must recharge for 30 mins)½ dmg from all energy weapons) <equal to armor of mech>



Stealth Armor System=<200>



Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area.



Laser Anti-Missile System= <75> (Left Torso)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



ER Small Laser = <50> (Head)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (Right Torso)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER SRM = <100> (Center Torso)



Mega Damage: 1d4 md/missile



Range: 8 miles 20ftr of impact site



Rate of Fire: volleys of 2 per melee



Payload: 48 missile volleys



Model Type: TBT-PLR Trebuchet LAM



Class: battlemech



Chassis: Endo Steel



Armor: Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)-



Arm(2) - 270 each



Legs(2) - 310 each



LAM Conversion Equipment- 100



Jump Jets (8)<lt/rt/ct/ll/rl>- 50 each



Weapon Systems MDC –



(3) Holly Extended Range LRM 5 rack +2t ammo each-



(2) Holly Extended Range LRM 5 rack + ammo each-



(3) Magna Extended Range Medium Lasers- 100 each



Self Destruct t System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 55



Speed: can fly mach-1



Running: 80 mph



Walking: 50 mph



Leaping: 80 ft (800ft with thruster assisted leaps)



Height - 30 ft



Width - 10 ft



Length - 15 ft



Power Plant - Magna 275 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



ER Medium Lasers= <100> (RA)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (RA)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (LL)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



LRM 5=<150> (RT)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 90 missile volleys per launcher per ton of ammo



LRM 5=<150> (RT)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 90 missile volleys per launcher per ton of ammo



LRM 5=<150> (RT)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 90 missile volleys per launcher per ton of ammo



LRM 5=<150> (LA)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site Rate of Fire: volleys of 5 per melee



Payload: 90 missile volleys per launcher per ton of ammo



LRM 5=<150> (LA)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 90 missile volleys per launcher per ton of ammo



Model Type: LCT-1E LOCUST



Class: battlemech



Chassis: Bergan VII Standard



Armor: 1/Star Slab Standard



Crew: 1-2



MDC by Location:



*Head - 110



**Main Body (CT+RT+LT combined)- 330



Arm(2) - 70 each



Legs(2) - 120 each



Weapon Systems MDC –



(3) Martell Medium Lasers- 50 each



(4) Martell Small Lasers- 25 each



(1) TAG- 50



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 120 mph



Walking: 80 mph



Leaping: 0



Height - 30ft



Width - 10ft



Length - 8ft



Power Plant - 160 LTV FUSION



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Medium Lasers= <50> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (la)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (la)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (ra)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (ra)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: LCT-1M Locust



Class: battlemech



Chassis: Bergan VII Standard



Armor: 1/Star Slab Standard



Crew: 1-2



MDC by Location:



*Head - 60



**Main Body (CT+RT+LT combined)- 170



Arm(2) - 40 each



Legs(2) - 50 each



Weapon Systems MDC –



(1)Martell Medium Laser- 50



(2) Federated 5-Shot LRM 5 +2t ammo each- 150 each



(1) TAG- 50



(1) Artemis IV FCS- 100



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 120 mph



Walking: 80 mph



Leaping: 0



Height - 30 ft



Width - 10 ft



Length - 8 ft



Power Plant - 160 LTV Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



Medium Lasers= <50> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



LRM 5=<150> (la)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 180 missile volleys



LRM 5=<150> (ra)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 180 missile volleys



Model Type: LCT-1S Locust



Class: battlemech



Chassis: Bergan VII Standard



Armor: 1/Star Slab Standard



Crew: 1-2



MDC by Location:



*Head - 90



**Main Body (CT+RT+LT combined)- 270



Arm(2) - 60 each



Legs(2) - 100 each



Weapon Systems MDC –



(1) Martell Medium Laser- 50



(2) Guided Technologies SRM 2 +2tammo each- 100 each



(1) TAG- 50



(1) Artemis IV FCS- 100



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 120 mph



Walking: 80 mph



Leaping: 0



Height - 30 ft



Width - 10 ft



Length - 8 ft



Power Plant - 160 LTV Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Medium Lasers= <50> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



SRM 2=<100> (ra)



Mega Damage: 1d4 MD/missile



Range: 4miles 10ftr of impact site



Rate of Fire: volley of 2 missiles



Pay load: 48 missile volleys



SRM 2=<100> (la)



Mega Damage: 1d4 MD/missile



Range: 4miles 10ftr of impact site



Rate of Fire: volley of 2 missiles



Pay load: 48 missile volleys



Model Type: LCT-1V Locust



Class: battlemech



Chassis: Bergan VII standard



Armor: 1/Star Slab Standard



Crew: 1-2



MDC by Location:



*Head - 90



**Main Body (CT+RT+LT combined)- 270



Arm(2) - 60 each



Legs(2) - 100 each



Weapon Systems MDC –



(1) Martell Medium Laser- 50



(2) Sperry Browning Machine Guns + 2t ammo each- 25 each



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 120 mph



Walking: 80 mph



Leaping:



Height - 30 ft



Width - 10 ft



Length - 8 ft



Power Plant - 160 LTV Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Medium Lasers= <50> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Machine Gun=<25> (la)



Mega Damage: 2d6x10



Range: 1000ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (ra)



Mega Damage: 2d6x10



Range: 1000ft



Rate of Fire: standard



Payload: 200



Model Type: LCT-3V Locust



Class: battlemech



Chassis: Bergan VII Standard



Armor: 1/Star Slab Standard



Crew: 1-2



MDC by Location:



*Head - 110



**Main Body (CT+RT+LT combined)- 310



Arm(2) - 70 each



Legs(2) - 100 each



Weapon Systems MDC –



(2) Martell Medium Lasers- 50 each



(2) Sperry browning Machine Guns +2t ammo each- 25 each



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 120 mph



Walking: 80 mph



Leaping: 0



Height - 30 ft



Width - 10 ft



Length - 8 ft



Power Plant - 160 LVT Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Machine Gun=<25> (ra)



Mega Damage: 2d6x10



Range: 1000ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (la)



Mega Damage: 2d6x10



Range: 1000ft



Rate of Fire: standard



Payload: 200



Medium Lasers= <50> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: LCT-5M Locust



Class: Battlemech



Chassis: Endo-Steel



Armor: Kallon FWL Special Ferrro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 320



Arm(2) - 90 each



Legs(2) - 120 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> Corean CalcMaster Targeting Computer- 100



<1> Artemis IV FCS- 100



<1> Magna MK VI Extended Range Medium Laser- 100



<4> Magna MKIVExtended Range Small Laser- 50 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 180 mph



Walking: 120 mph



Leaping: 0



Height - 30 ft



Width - 10 ft



Length - 8 ft



Power Plant – Hermes 240 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Targeting Computer= <100> (head)+5 strike with all weapons



ER Medium Lasers= <100> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (rt)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (rt)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: LCT-O Locust



Class: Battlemech



Chassis: Bergan VII Endo Steel



Armor: Lexington Ltd. Special Laser-Reflective Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 450



Arm(2) - 120 each



Legs(2) - 160 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(PRIMARY)



(1) Targeting Computer- 100



(1) TAG- 50



(1) Medium Pulse Laser- 100



(4) ER Small Laser- 50 each



(1) Laser Anti-Missile System- 75



(ALT A)



(1) Targeting Computer- 100



(1) TAG- 50



(1) Artemis IV FCS- 100



(2) LRM 5 +4t ammo each- 150 each



(ALT B)



(1) Targeting Computer- 100



(1) TAG- 50



(1) Artemis IV FCS- 100



(1) LRM 10 +4t ammo- 150



(2) ER Small Laser- 50 each



(ALT C)



(1) Targeting Computer- 100



(1) TAG- 50



(1)ER Medium Laser- 100



(1) Artemis IV FCS- 100



(2) ER SRM 2 +4tammo each- 100 each



(ALT D)



(1) Targeting Computer- 100



(1) TAG- 50



(1) Beagle active Probe- 100



(1) Guardian ECM Suite- 100



(1) TAG- 50



(2) ER Small Laser- 50 each



(ALT E)



(1) Targeting Computer- 100



(1) TAG- 50



(1) Beagle Active Probe- 100



(1) TAG- 50



(3) ER Medium Laser- 100 each



(ALT F)



(10) Jump Jets- 60 each (lt/rt/ct/ll/rl)



(1) Beagle Active Probe- 100



(1) Bloodhound Active Probe- 100



(1) Guardian ECM Suite- 100



(1) Angel ECM Suite- 100



(1) Targeting Computer- 100



(2) Artemis IV FCS- 100 each



(1) TAG- 50



(1) Laser Anti-Missile System- 75



(3) ER Pulse Medium Laser- 200 each



(4) ER Pulse Small Laser- 100 each



(2) ER SRM 2 +4tammo each- 100 each



(2) ER LRM 5 +4t ammo each- 150 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 150 mph



Walking: 10 mph



Leaping: (200ft (ALT F only)



Height - 50 ft



Width - 25 ft



Length - 16 ft



Power Plant - GM 200 XL Fusion/w Supercharger



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(PRIMARY)



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +5 strike with all weapons



Medium Pulse Lasers=<100> (ct)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (la)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (la)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (ra)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (ra)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (rt)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



(ALT A)



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +5strike with all weapons



Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses



LRM 5=<150> (la)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 360 missile volleys



LRM 5=<150> (ra)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 360 missile volleys



(ALT B)



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +5strike with all weapons



Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses



LRM 10=<150> (rt)



Mega Damage: 3D6 MD/missile



Range: 300 miles 20ftr of impact site



Rate of Fire: volleys of 10 per melee



Payload: 720 missile volleys



ER Small Laser =<50> (la)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (ra)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



(ALT C)



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +5strike with all weapons



ER Medium Lasers= <100> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT D)



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +5strike with all weapons



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units



Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



ER Small Laser =<50>



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50>



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



(ALT E)



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +5strike with all weapons



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units



ER Medium Lasers= <100>



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100>



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100>



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT F)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +5strike with all weapons



Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units



Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



Laser Anti-Missile System=<75>



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



ER SRM 2=<100> (lt)



Mega Damage: 1d4 md/missile



Range: 8 miles 20ftr of impact site



Rate of Fire: volleys of 2 per melee



Payload: 96 missile volleys



ER SRM 2=<100> (rt)



Mega Damage: 1d4 md/missile



Range: 8 miles 20ftr of impact site



Rate of Fire: volleys of 2 per melee



Payload: 96 missile volleys



ER LRM 5=<150> (la)



Mega Damage: 2d6 MD/missile



Range: 400 miles 40ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 360 missile volleys



ER LRM 5=<150>



Mega Damage: 2d6 MD/missile



Range: 400 miles 40ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 360 missile volleys



E R Medium Pulse Lasers=<200> (ct)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (la)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (la)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (ra)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (ra)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: WSP-1A Wasp



Class: battlemech



Chassis: 1A Type 3 Standard



Armor: Durallex Light Standard



Crew: 1-2



MDC by Location:



*Head - 70



**Main Body (CT+RT+LT combined)- 290



Arm(2) - 70 each



Legs(2) - 90 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<6> Jump Jets- 60 each(ll/rl/lt./rt/rct/ct)



<1> Medium Laser- 50



<1> SRM2 +2t ammo- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike **Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant - 120 GM Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) Diverse Optics Type 2 Medium Laser



(1) Bical SRM 2 Rack



SRM 2=<100> (ll)



Mega Damage: 1d4 MD/missile



Range: 4miles 10ftr of impact site



Rate of Fire: volley of 2 missiles



Pay load: 48 missile volleys



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: WSP-1K Wasp



Class: battlemech



Chassis: 1A Type 3 Standard



Armor: Durallex Light Standard



Crew: 1-2



MDC by Location:



*Head - 70



**Main Body (CT+RT+LT combined)- 290



Arm(2) - 70 each



Legs(2) - 90 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<6> Jump Jets- 60 each(ll/rl/lt./rt/rct/ct)



<1> Medium laser- 50



<1> Machine Gun +2t ammo-25



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike **Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant - 120 GM Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) Diverse Optics Type 18 Medium lser



(1) Olivetti 200 Machine Gun



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Machine Gun=<25>(lt)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Model Type: WSP-1L Wasp



Class: battlemech



Chassis: 1A Type 3 Standard



Armor: Durallex Light Standard



Crew: 1-2



MDC by Location:



*Head - 70



**Main Body (CT+RT+LT combined)- 290



Arm(2) - 70 each



Legs(2) - 90 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<6> Jump Jets- 60 each(ll/rl/lt./rt/rct/ct)



<1> SRM 4 +2t ammo- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike **Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant - 120 GM Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) 1/NCK “Thornbush” SRM 4 Rack



(1) SRM 4= <100> (ra)



Mega Damage: 2D4 MD /missile



Range: 3 miles 10ftr of impact site



Rate of Fire: volleys of 4 per melee



Payload: 96 missile volleys



Model Type: WSP-1W Wasp



Class: battlemech



Chassis: 1A Type 3 Standard



Armor: Durallex Light Standard



Crew: 1-2



MDC by Location:



*Head - 70



**Main Body (CT+RT+LT combined)- 290



Arm(2) - 70 each



Legs(2) - 90 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<6> Jump Jets- 60 each(ll/rl/lt./rt/rct/ct)



<6> Small Laser- 25 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike **Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant - 120 GM Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(6) Starflash Plus Small Lasers



Small Laser= <25> (ra)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (ra)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (rt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (rt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: WSP-1D Wasp



Class: battlemech



Chassis: 1A Type 3 Standard



Armor: Durallex Light Standard



Crew: 1-2



MDC by Location:



*Head - 70



**Main Body (CT+RT+LT combined)- 290



Arm(2) - 70 each



Legs(2) - 90 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<6> Jump Jets- 60 each(ll/rl/lt./rt/rct/ct)



<1> Medium Laser- 50



<2> Small Laser- 25 each



<1> Flamer- 25



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike **Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant - 120 GM Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) Diverse Optics type 2 Medium Laser



(2) Magna Starglow Small Lasers



(1) Zippo Flamer



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Flamers=<25> (ll)



Mega Damage: 2D4x10 MD 10act fire damage



Range: 300 feet



Rate of Fire: standard



Payload: unlimited



Model Type: WSP-1S Wasp



Class: battlemech



Chassis: Endo Steel



Armor: Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 90



**Main Body (CT+RT+LT combined)- 310



Arm(2) - 90 each



Legs(2) - 1100 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<6> Jump Jets- 60 each(ll/rl/lt./rt/rct/ct)



<1> Beagle Active Probe- 100



<1> Blood Hound Probe- 100



<1> Guardian ECM Suite- 100



<1> Angel ECM Suite- 100



<1> Targeting Computer- 100



<1> Artemis IV FCS- 100



<1> C3 Master Computer- 100



<1> TAG- 50



<1> NARC Missile Beacon Launcher- 200



<1> Laser Anti-Missile System- 75



<1> ER SRM 2 +2t ammo- 100



<1> ER SRM 4 +2t ammo-100



<2> ER Pulse Medium Laser- 200 each



<2> ER Flamer- 50 each



<2> Machine Guns +2t ammo each- 25 each



<4> ER Pulse Small Laser- 100 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike **Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant - 120 GM XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Gaurdian ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons when linked to a narc missile never misses



C3 Master Computer=<100> (ct) Allows fire control network between mechs also allows the scanning of a enemy mech +5stk



Machine Gun=<25> (ll)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (rl)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



ER Flamer=<50> (ll)



Mega Damage: 4d4x10 md 10act fire damage



Range: 600ft



Rate of Fire: standard



Payload: unlimited



ER Flamer=<50> (rl)



Mega Damage: 4d4x10 md 10act fire damage



Range: 600ft



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



E R Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER SRM 2=<100> (ct)



Mega Damage: 1d4 md/missile



Range: 8 miles 20ftr of impact site



Rate of Fire: volleys of 2 per melee



Payload: 48 missile volleys



ER SRM 4=<100> (ct)



Mega Damage: 2d4 MD/missile



Range: 12miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



Laser Anti-Missile System=<75> (head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Narc Missile Beacon=<200>



Mega Damage: 1 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



Model Type: WSP-3L Wasp



Class: Battlemech



Chassis: Hellspont Type W Endo Steel



Armor: Hellspont Lite Stealth Ferro-Fibrous Armor



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 310



Arm(2) - 90 each



Legs(2) - 110 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> RaddCom TXXI- Targeting Computer- 100



<1> Artemis IV FCS- 100



<1> Death Blossom Extended Range Long Range Missile 10 pack +2t ammo- 150



<1> Diverse Optics Extended Range Medium Laser- 100



<6> Jump Jets- 60 each (2each ct/lt/rt)



<1> Hellspon Tight Beam Gaurdian ECM Suite- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 25 ft



Width - 7 ft



Length - 11 ft



Power Plant - Hermes 120 Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Targeting Computer= <100> (head)+5 strike with all weapons



Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses



Gaurdian ECM Suite=<100> (lt) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



ER LRM 10=<150> (rt)



Mega Damage: 3d6 MD/missile



Range: 600 miles 40ftr of impact site



Rate of Fire: volleys of 10 per melee



Payload: 180 missile volleys



ER Medium Lasers= <100> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: Com 2D- Commando



Class: battlemech



Chassis: Coventry Metal Works Standard



Armor: Lexington Limited Standard



Crew: 1-2



MDC by Location:



*Head - 90



**Main Body (CT+RT+LT combined)- 350



Arm(2) - 100 each



Legs(2) - 140 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> SRM 6 +2t ammo- 100



<1> SRM 4 +2t ammo- 100



<1> Medium Laser- 50



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 25



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 0



Height - 35 ft



Width - 20 ft



Length - 15 ft



Power Plant - 150 Gm Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) Shannon Six-Shooter SRM 6 Rack



(1) Coventry SRM 4 Rack



(1) Hesperus-B3M Medium Laser



(1) SRM 6=<100> (ct)



Mega Damage: 4d4 MD/missile



Range: 6 miles 10 ft radius of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



(1) SRM 4= <100> (ra)



Mega Damage: 2D4 MD /missile



Range: 3 miles 10ftr of impact site



Rate of Fire: volleys of 4 per melee



Payload: 96 missile volleys



(1) Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: COM-3A Commando



Class: battlemech



Chassis: Standard



Armor: Standard



Crew: 1-2



MDC by Location:



*Head - 70



**Main Body (CT+RT+LT combined)- 310



Arm(2) - 80 each



Legs(2) - 120 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(1) SRM 6 +2t ammo- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 25



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 0



Height - 35 ft



Width - 25 ft



Length - 15 ft



Power Plant - 150 Omni Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



SRM 6=<100> (ra)



Mega Damage: 4d4 MD/missile



Range: 6 miles 10 ft radius of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



SRM 6=<100> (ct)



Mega Damage: 4d4 MD/missile



Range: 6 miles 10 ft radius of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Flamers=<25> (ra)



Mega Damage: 2D4x10 MD 10act fire damage



Range: 300 feet



Rate of Fire: standard



Payload: unlimited



Model Type: STG-3G Stinger



Class: battle mech



Chassis: Standard



Armor: Standard



Crew: 1-2



MDC by Location:



*Head - 90



**Main Body (CT+RT+LT combined)- 330



Arm(2) - 90 each



Legs(2) - 110 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)



<2> Medium Lasers- 50 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 35 ft



Width - 26 ft



Length - 16 ft



Power Plant - 102 GM Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: STG-3R Stinger



Class: battle mech



Chassis: Standard



Armor: Standard



Crew: 1-2



MDC by Location:



*Head - 90



**Main Body (CT+RT+LT combined)- 330



Arm(2) - 90 each



Legs(2) - 110 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)



<1> Medium Lasers- 50 each



<2> Machine Guns +2t ammo each- 25 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 35 ft



Width - 26 ft



Length - 16 ft



Power Plant - 102 GM Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Machine Gun=<25> (ra)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Machine Gun=<25> (la)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Model Type: STG-3S Stinger



Class: battle mech



Chassis: Endo Steel



Armor: Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 90



**Main Body (CT+RT+LT combined)- 330



Arm(2) - 90 each



Legs(2) - 110 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)



<2> Medium Lasers- 50 each



<2> Machine Guns +2t ammoeach- 25 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 35 ft



Width - 26 ft



Length - 16 ft



Power Plant - 102 GM XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Machine Gun=<25> (la0



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Machine Gun=<25> (ra)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Model Type: STG-5R Stinger



Class: Battlemech



Chassis: Earthwerks STG Endo-Steel



Armor: Durallex Light Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 110



**Main Body (CT+RT+LT combined)- 270



Arm(2) - 80 each



Legs(2) - 100 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> O/P 911 Targeting Computer- 100



<1> Artemis IV FCS- 100



<2> Death Blossom Extended Range Long Range Missile 15 pack +2t ammo each- 150 each



<1> Diverse Optics Extended Range Medium Laser- 100



<6> Jump Jets- 60 each (3each lt/rt)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 20



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height – 35 ft



Width - 26 ft



Length - 16 ft



Power Plant - VOX 120 Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses



Targeting Computer= <100> (head)+5 strike with all weapons



ER Medium Lasers= <100> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER LRM 15-<150> (lt)



Mega Damage: 4D6 MD/missile



Range: 800 miles 40ftr of impact site



Rate of Fire: volleys of 15 per melee



Payload: 540 missile volleys



ER LRM 15-<150> (rt)



Mega Damage: 4D6 MD/missile



Range: 800 miles 40ftr of impact site



Rate of Fire: volleys of 15 per melee



Payload: 540 missile volleys



Model Type: CLN-7Z Chameleon



Class: battlemech



Chassis: Enran TXS2A Standard



Armor: SimplePlate Manufacturers Type M Standard



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 830



Arm(2) - 240 each



Legs(2) - 360 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<2> Large Laser- 75 each



<1> ER Large Laser- 150



<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 50 ft



Width - 30 ft



Length - 20 ft



Power Plant - 300 Vlar Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(2) Cyclops Eye Large Lasers



(1) Cyclops XII ER Large Laser



Large Lasers =<75> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Large Lasers =<75> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Large Lasers= <150> (la)



Mega Damage: 8D4x10 + 40 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: CLN-7W Chameleon



Class: battlemech



Chassis: Enran TXS2A Standard



Armor: SimplePlate Manufacturers Type M Standard



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 780



Arm(2) - 240 each



Legs(2) - 280 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> ER Large Laser- 150



<1> Medium Laser- 50



<1> Pulse Medium Laser- 100



<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 50 ft



Width - 30 ft



Length - 20 ft



Power Plant - 300 Vlar Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) Cyclops XII ER Large Laser



(1) Intek Medium Laser



(1) Intek Pulse Medium Laser



ER Large Lasers= <150> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (la)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: CLN-7V Chameleon



Class: battlemech



Chassis: Enran TXS2A Standard



Armor: SimplePlate Manufacturers Type M Standard



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 670



Arm(2) - 200 each



Legs(2) - 240 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> Large Laser- 75



<2> Medium Laser- 50 each



<3> Small Laser- 25 each



<2> Machine Gun +2t ammo- 25 each



<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 50 ft



Width - 30 ft



Length - 20 ft



Power Plant - 300 Vlar Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(1) Cyclops Eye Large Laser



(2) Intek Medium Laser



(2) Intek Pulse Medium Lasers



(2) Scatter Gun Light Machine Guns



(3) Defiance B3SS Small Lasers



Large Lasers =<75> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Small Laser= <25> (ct)



Mega Damage: 3D4x10 + 10 MD



Range: 1000 feet



Rate of Fire: standard



Payload: unlimited



Machine Gun=<25> (ct)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Machine Gun=<25> (ct)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Model Type: CLN-7S Chameleon



Class: battlemech



Chassis: Triple Strength Endo Steel



Armor: Triple Strength Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 200



**Main Body (CT+RT+LT combined)- 1000



Arm(2) - 500 each



Legs(2) - 700 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)



<1> Beagle Active Probe- 100



<1> Blood Hound Probe- 100



<1> Guardian ECM Suite- 100



<1> Angel ECM Suite- 100



<1> Targeting Computer- 100



<1> C3 Master Computer- 100



<1> TAG- 50



<1> Laser Anti-Missile System- 75



<6> ER Pulse Small Laser- 100 each



<6> Machine Guns +2t ammo each- 25 each



<2> Laser Anti-Missile System- 75



<4> ER Pulse Medium Laser- 200 each



<2> ER Pulse Large Laser- 300 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50



Speed:



Running: 90 ft



Walking: 60 ft



Leaping: 60 ft



Height - 50 ft



Width - 30 ft



Length - 20 ft



Power Plant - 300 Vlar XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(4) Intek ER Pulse Medium Lasers



(6) Scatter Gun Light Machine Guns



(6) Defiance B3SS ER Pulse Small Lasers



(2) Cyclops Eye XII ER Pulse Large Laser



(2) Knock out Laser Anti-Missile System



(1) Sure Shot Targeting Com[puter



(1) Apple Churchill Beagle Active Probe



(1) Apple Churchill Blood Hound Active Probe



(1) Apple Churchill Guardian ECM Suite



(1) Apple Churchill Angel ECM Suite



(1) Apple Churchill 422x TAG TAG



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Gaurdian ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



C3 Master Computer=<100> (ct) Allows fire control network between mechs also allows the scanning of a enemy mech +5stk



Laser Anti-Missile System=<75> (head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra0



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Machine Gun=<25> (rll)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25>(rrl)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (ll)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (ll)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (rl)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (rl)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (ct)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (ct)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: Laserhawk



Class: Battlemech



Chassis: Endo Steel



Armor: Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 1070



Arm(2) - 300 each



Legs(2) - 440 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(PRIMARY)



<1> Targeting computer- 100



<1> Active probe- 100



<1> ECM Suite-100



<1> C3 Master Computer- 100



<1> TAG- 50



<1> Laser Anti-Missile System- 75



<2> Large Lasers- 75 each



<6> Medium Lasers- 50 each



(ALT A)



<1> Targeting computer- 100



<1> Active probe- 100



<1> ECM Suite-100



<1> C3 Master Computer- 100



<1> TAG- 50



<1> Laser Anti-Missile System- 75



<2> Pulse Large Lasers- 150 each



<6> Pulse Medium Lasers- 100 each



(ALT B)



<1> Targeting computer- 100



<1> Active probe- 100



<1> ECM Suite-100



<1> C3 Master Computer- 100



<1> TAG- 50



<1> Laser Anti-Missile System- 75



<2> ER Large Lasers- 150 each



<6> ER Medium Lasers- 100 each



(ALT C)



<1> Targeting computer- 100



<1> Active probe- 100



<1> ECM Suite-100



<1> C3 Master Computer- 100



<1> TAG- 50



<1> Laser Anti-Missile System- 75



<2> ER Pulse Large Laser- 300 each



<6> ER Pulse Medium Laser- 200 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 65



Speed:



Running: 60 mph



Walking: 40 mph



Leaping: 0



Height - 50 ft



Width - 30 ft



Length - 20 ft



Power Plant - Magna 260 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(Primary)



Active probe=<100>20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>



Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



C3 Master Computer=<100> (head) allows all mechs connected to act as a single unit, also



Allows fire control network between mechs also allows the scanning of a enemy mech +5stk



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head)+5 strike with all weapons



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



Large Lasers =<75> (la)



Mega Damage: 8D4x10 + 40 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



Large Lasers =<75> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ctr)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



(ALT A)



Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



C3 Master Computer=<100> (head) allows all mechs connected to act as a single unit, alsoAllows fire control network between mechs also allows the scanning of a enemy mech +5stk



TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head)+5 strike with all weapons\



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



Large Pulse Lasers=<150> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 16000 feet



Rate of Fire: standard



Payload: unlimited



Large Pulse Lasers=<150> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 16000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (la)



Mega Damage: 5D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (lt)



Mega Damage: 5D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (ra)



Mega Damage: 5D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (rt)



Mega Damage: 5D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (ct)



Mega Damage: 5D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (rct)



Mega Damage: 5D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



(ALT B)



Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



C3 Master Computer=<100> allows all mechs connected to act as a single unit, also



Allows fire control network between mechs also allows the scanning of a enemy mech +5stk



TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head)+5 strike with all weapons



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



ER Large Lasers= <150> (la)



Mega Damage: 8D4x10 + 40 MD



Range: 16000 feet



Rate of Fire: standard



Payload: unlimited



ER Large Lasers= <150> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 16000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (ct)



Mega Damage: 5D4x10 + 20 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (rct)



Mega Damage: 5D4x10 + 20 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



(ALT C)



Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down



and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



C3 Master Computer=<100> (head) allows all mechs connected to act as a single unit, also



Allows fire control network between mechs also allows the scanning of a enemy mech +5stk



TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head)+5 strike with all weapons



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



E R Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (rt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (ct)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (rct)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: AS7-D Atlas



Class: Battlemech



Chassis: Foundation Type 10X



Armor: Durallex Special Heavy



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 1550



Arm(2) - 510 each



Legs(2) - 620 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> Army Comp. Type 29K Targeting Computer- 100



<1> Army Comm. Class 5 Angel ECM Suite- 100



<1> Defiance Mech Hunter Autocannon 20 +8t ammo- 150



<1> Far Fire LRM-20 Missile Syster +4t ammo- 150



<1> TharHes Maxi SRM-6 Missile System +6t ammo- 100



<1> Artemis VX FCS- 100



<1> Knockout Laser Anti-Missile System- 75



<4> Defiance B3M Medium Lasers- 50 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 100



Speed:



Running: 50 mph



Walking: 30 mph



Leaping: 0



Height - 70 ft



Width - 35 ft



Length - 25 ft



Power Plant - Vlar 300 Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +5 strike with all weapons



Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses



Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ctr)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ctr)



Mega Damage: 5D4x10 + 20 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



LRM 20=<150>



Mega Damage: 5D6 MD/missile



Range: 500 miles 20ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 1440 missile volleys



SRM 6=<100>\



Mega Damage: 4d4 MD/missile



Range: 6 miles 10 ft radius of impact site



Rate of Fire: volleys of 6 per melee



Payload: 432 missile volleys



AC/20=<150.



Mega Damage: 20d6x10



Range: 8000ft



Rate of Fire: standard



Payload: 400



Model Type: AS7-X Atlas (all made from stolen clan technology)



Class: Battlemech



Chassis: Foundation Type 10X Endo Steel



Armor: Durallex Special Heavy Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 200



**Main Body (CT+RT+LT combined)- 1700



Arm(2) - 600 each



Legs(2) - 700 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<1> Army Comp. Type 29K Targeting Computer- 100



<1> Army Comp. Type 29K Active Probe- 100



<1> Army Comm. Class 5 ECM Suite- 100



<1> Ceres Type 50 TAG- 50



<1> Ceres C3 Master Computer- 100



<2> Knockout Laser Anti-Missile System- 75



<2> Apple Churchill Extended Range PPC- 200



<6> ZapEmGood Type 10K Extended Range Pulse Medium Laser- 200



<12> ZapEmGood Type 10X Extended Range Pulse Small Laser- 100



<10> Rawlings Power-Lifters Jump Jets- 60 each (2each ll/rl/lt/rt/ct)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 100



Speed:



Running: 80 mph



Walking: 50 mph



Leaping: 100 ft



Height - 70 ft



Width - 35 ft



Length - 25 ft



Power Plant - Vlar 300 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Targeting Computer= <100> (head) +10strike with all weapons



C3 Master Computer=<100> (head) allows all mechs connected to act as a single unit, also Allows fire control network between mechs also allows the scanning of a enemy mech +5stk



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



ER PPC=<200>(la)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER PPC=<200>(ra)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER Medium Pulse Lasers=<200> (ltr)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (rtr)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ctr)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (rt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (ct)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (la)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (la)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (ra)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (ra)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (ltr)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rtr)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (head)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (head)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: Artic Fox



Class: Battlemech



Chassis: Ar-3 Endo Steel



Armor: Royal-7 Standard



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 500



Arm(2) - 150 each



Legs(2) - 170 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(PRIMARY)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<1> ER PPC- 200



<2> ER Medium Laser- 100 each



<2> ER SRM 4 +2t ammo each- 100 each



(ALT A)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<3> Small Pulse Lasers-



<4> Medium Pulse Laser-



<2> Jump Jets- 60 each (lt/rt)



(ALT B)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<1> AC/10 +4t ammo- 100



<1> Medium Laser- 50



(ALT C)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<1> ER PPC- 200



<1> ER Pulse Large Laser- 300



(ALT D)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<2> ER LRM 10 +4t ammo each- 150 each



<2> ER Pulse Small Lasers- 100 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 30



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 100 ft (ALT A only)



Height - 40 ft



Width - 16 ft



Length - 20 ft



Power Plant - GM 180 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(PRIMARY)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



ER PPC=<200> (lt)



Mega Damage: 15d10x10 +60



Range: 40000ft



Rate of Fire: standard



Payload : unlimited



ER SRM 4=<100> (lt)



Mega Damage: 2d4 MD/missile



Range: 12miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



ER SRM 4=<100> (rt)



Mega Damage: 2d4 MD/missile



Range: 12miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT A)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



Medium Pulse Lasers=<100> (la)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (la)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (ra)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (ra)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Small Pulse Laser= <50> (head)



Mega Damage: 3D6x10 + 10 MD



Range: 2000 feet



Rate of Fire: standard



Payload: unlimited



Small Pulse Laser= <50> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 2000 feet



Rate of Fire: standard



Payload: unlimited



Small Pulse Laser= <50> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 2000 feet



Rate of Fire: standard



Payload: unlimited



(ALT B)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



AC/10=<100> (la)



Mega Damage: 10d6x10



Range: 6000ft



Rate of Fire: standard



Payload: 400



Medium Lasers= <50> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



(ALT C)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



ER PPC=<200> (la)



Mega Damage: 15d10x10 +60



Range: 40000ft



Rate of Fire: standard



Payload : unlimited



E R Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



(ALT D)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



ER Small Pulse Laser= <100> (la)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (ra)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER LRM 10=<150> (la)



Mega Damage: 3d6 MD/missile



Range: 600 miles 40ftr of impact site



Rate of Fire: volleys of 10 per melee



Payload: 720 missile volleys



ER LRM 10=<150> (ra)



Mega Damage: 3d6 MD/missile



Range: 600 miles 40ftr of impact site



Rate of Fire: volleys of 10 per melee



Payload: 720 missile volleys



Model Type: Artic Fox 2



Class: Battlemech



Chassis: AR-3 Endo Steel



Armor: Royal-7 Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 160



**Main Body (CT+RT+LT combined)- 600



Arm(2) - 200 each



Legs(2) - 200 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(PRIMARY)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<1> ER PPC- 200



<2> ER Medium Laser- 100 each



<2> ER SRM 4 +2t ammo each- 100 each



(ALT A)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<3> Small Pulse Lasers-



<4> Medium Pulse Laser-



<2> Jump Jets- 60 each (lt/rt)



(ALT B)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<1> AC/10 +4t ammo- 100



<1> Medium Laser- 50



(ALT C)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<1> ER PPC- 200



<1> ER Pulse Large Laser- 300



(ALT D)



<1> Targeting Computer- 100



<1> TAG- 50



<1> ECM Suite- 100



<1> Active Probe- 100



<2> ER LRM 10 +4t ammo each- 150 each



<2> ER Pulse Small Lasers- 100 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 30



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 100 ft (ALT A only)



Height - 40 ft



Width - 16 ft



Length - 20 ft



Power Plant - GM 180 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(PRIMARY)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



ER PPC=<200> (lt)



Mega Damage: 15d10x10 +60



Range: 40000ft



Rate of Fire: standard



Payload : unlimited



ER SRM 4=<100> (lt)



Mega Damage: 2d4 MD/missile



Range: 12miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



ER SRM 4=<100> (rt)



Mega Damage: 2d4 MD/missile



Range: 12miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT A)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



Medium Pulse Lasers=<100> (la)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (la)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (ra)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (ra)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Small Pulse Laser= <50> (head)



Mega Damage: 3D6x10 + 10 MD



Range: 2000 feet



Rate of Fire: standard



Payload: unlimited



Small Pulse Laser= <50> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 2000 feet



Rate of Fire: standard



Payload: unlimited



Small Pulse Laser= <50> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 2000 feet



Rate of Fire: standard



Payload: unlimited



(ALT B)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



AC/10=<100> (la)



Mega Damage: 10d6x10



Range: 6000ft



Rate of Fire: standard



Payload: 400



Medium Lasers= <50> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



(ALT C)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



ER PPC=<200> (la)



Mega Damage: 15d10x10 +60



Range: 40000ft



Rate of Fire: standard



Payload : unlimited



E R Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 10000 feet



Rate of Fire: standard



Payload: unlimited



(ALT D)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles, can also be used for electronic comm. Warfare



Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (head) +10strike with all weapons



ER Small Pulse Laser= <100> (la)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (ra)



Mega Damage: 3D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



ER LRM 10=<150> (la)



Mega Damage: 3d6 MD/missile



Range: 600 miles 40ftr of impact site



Rate of Fire: volleys of 10 per melee



Payload: 720 missile volleys



ER LRM 10=<150> (ra)



Mega Damage: 3d6 MD/missile



Range: 600 miles 40ftr of impact site



Rate of Fire: volleys of 10 per melee



Payload: 720 missile volleys



Model Type: MS1-O Men Shen



Class: Battlemech



Chassis: Endo Steel



Armor: Standard



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 900



Arm(2) - 260 each



Legs(2) - 470 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(PRIMARY)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> Artemis VI FCS- 100



<1> ER LRM 15 +2t ammo- 150



<4> ER Pulse Medium Laser- 200 each



<1> NARC Missile Beacon- 200



(ALT A)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> TAG- 50



<3> ER medium Laser- 100 each



<1> AC/10 +4t ammo- 100



(ALT B)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<2> AC/2 +4t ammo each – 50 each



<4> ER Medium Laser- 100 each



(ALT C)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> Guardian ECM Suite- 100



<1> ER Pulse Small Laser-



<2> ER Pulse Large Laser-



(ALT D)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> Guardian ECM- 100



<1> ER PPC- 200



<2> ER SMR 4 +2tammo each- 100 each



<2> ER Pulse Medium Lasers- 200 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 55



Speed:



Running: 120 mph



Walking: 90 mph



Leaping: 0



Height - 45 ft



Width - 16 ft



Length - 20 ft



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(PRIMARY)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> (head) +5 strike with all weapons



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER LRM 15-<150>



Mega Damage: 4D6 MD/missile



Range: 800 miles 40ftr of impact site



Rate of Fire: volleys of 15 per melee



Payload: 270 missile volleys



Narc Missile Beacon=<200>



Mega Damage: 1 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



(ALT A)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> +5 strike with all weapons



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



AC/10=<100> (rt)



Mega Damage: 10d6x10



Range: 6000ft



Rate of Fire: standard



Payload: 400



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT B)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> (head) +5 strike with all weapons



AC/2=<50> (la0



Mega Damage: 2d6x10



Range: 2000ft



Rate of Fire: standard



Payload: 1800



AC/2=<50> (ra)



Mega Damage: 2d6x10



Range: 2000ft



Rate of Fire: standard



Payload: 1800



ER Medium Lasers= <100> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT C)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Gaurdian ECM Suite=<100>



Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



Targeting Computer= <100> (head) +5 strike with all weapons



ER Large Pulse Lasers=<300> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



ER Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (head)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



(ALT D)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> (head) +5 strike with all weapons



Gaurdian ECM Suite=<100>Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



ER PPC=<200> (rt)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER SRM 4=<100> (la)



Mega Damage: 4d4 MD/missile



Range: 24miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 96 missile volleys



ER SRM 4=<100> (ra)



Mega Damage: 4d4 MD/missile



Range: 24miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 96 missile volleys



Model Type: MS1-O Men Shen 2



Class: Battlemech



Chassis: Endo Steel



Armor: Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 200



**Main Body (CT+RT+LT combined)- 1200



Arm(2) - 320 each



Legs(2) - 530 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(PRIMARY)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> Artemis VI FCS- 100



<1> ER LRM 15 +2t ammo- 150



<4> ER Pulse Medium Laser- 200 each



<1> NARC Missile Beacon- 200



(ALT A)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> TAG- 50



<3> ER medium Laser- 100 each



<1> AC/10 +4t ammo- 100



(ALT B)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<2> AC/2 +4t ammo each – 50 each



<4> ER Medium Laser- 100 each



(ALT C)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> Guardian ECM Suite- 100



<1> ER Pulse Small Laser-



<2> ER Pulse Large Laser-



(ALT D)



<1> Targeting Computer- 100



<1> Beagle Active Probe- 100



<1> Guardian ECM- 100



<1> ER PPC- 200



<2> ER SMR 4 +2tammo each- 100 each



<2> ER Pulse Medium Lasers- 200 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 55



Speed:



Running: 120 mph



Walking: 90 mph



Leaping: 0



Height - 45 ft



Width - 16 ft



Length - 20 ft



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(PRIMARY)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> (head) +5 strike with all weapons



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



ER LRM 15-<150>



Mega Damage: 4D6 MD/missile



Range: 800 miles 40ftr of impact site



Rate of Fire: volleys of 15 per melee



Payload: 270 missile volleys



Narc Missile Beacon=<200>



Mega Damage: 1 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



(ALT A)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> +5 strike with all weapons



TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



AC/10=<100> (rt)



Mega Damage: 10d6x10



Range: 6000ft



Rate of Fire: standard



Payload: 400



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT B)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> (head) +5 strike with all weapons



AC/2=<50> (la0



Mega Damage: 2d6x10



Range: 2000ft



Rate of Fire: standard



Payload: 1800



AC/2=<50> (ra)



Mega Damage: 2d6x10



Range: 2000ft



Rate of Fire: standard



Payload: 1800



ER Medium Lasers= <100> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



(ALT C)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Gaurdian ECM Suite=<100>



Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



Targeting Computer= <100> (head) +5 strike with all weapons



ER Large Pulse Lasers=<300> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



ER Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (head)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



(ALT D)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units



Targeting Computer= <100> (head) +5 strike with all weapons



Gaurdian ECM Suite=<100>Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



ER PPC=<200> (rt)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER SRM 4=<100> (la)



Mega Damage: 4d4 MD/missile



Range: 24miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 96 missile volleys



ER SRM 4=<100> (ra)



Mega Damage: 4d4 MD/missile



Range: 24miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 96 missile volleys



Model Type: UZL-2S Uziel



Class: Battlemech



Chassis: Endo Steel



Armor: Standard



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 700



Arm(2) - 200 each



Legs(2) - 300 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<2> PPC- 100



<2> Machine Guns +2t ammo each- 25 each



<1> SRM 6 +2tammo- 100



<1> Beagle Active Probe- 100



<1> Artemis IV FCS- 100



<6> Jump Jets- 60 each (3each lt/rt)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 45 ft



Width - 25 ft



Length - 15 ft



Power Plant - 300 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> (lt) 10mile range, Detects shut down and camouflaged units



Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons when linked to a narc missile never misses



PPC=<100> (la)



Mega Damage: 15D10 x 10 +50 MD



Range: 20,000 feet



Rate of Fire: standard



Payload: unlimited



PPC=<100> (ra)



Mega Damage: 15D10 x 10 +50 MD



Range: 20,000 feet



Rate of Fire: standard



Payload: unlimited



SRM 6=<100> (ct)



Mega Damage: 4d4 MD/missile



Range: 6 miles 10 ft radius of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



Machine Gun=<25> (lt)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (rt)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Model Type: UZL-3S Uziel



Class: Battlemech



Chassis: Foundation E50 Endo Steel



Armor: Maximillian 100 Ferrofibrous



Crew: 1-2



MDC by Location:



*Head - 160



**Main Body (CT+RT+LT combined)- 800



Arm(2) - 300 each



Legs(2) - 500 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<6> Jump Jets- 60 each (3each rt/lt)



<1> Defiance Shredder LB 2-X Autocannon +2t ammo-



<1> Defiance Model XII Extended Range Medium Laser-



<1> TharHes Thunderbolt 12 Large Pulse Laser-



<2> Diverse Optics Extended Range Small Lasers-



<1> Harvester 20K SRM-6 Launcher +2t ammo-



<1> Active Probe- 100



<1> ECM Suite- 100



<1> Artemis IV FSC- 100



<1> Targeting Computer- 100



<1> TAG- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 45 ft



Width - 25 ft



Length - 15 ft



Power Plant - GM 300 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



Active probe=<100> (head)20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons, when linked to a narc missile never misses



Targeting Computer= <100> (head) +5 strike with all weapons



AC/2=<50> (ra)



Mega Damage: 2d6x10



Range: 2000ft



Rate of Fire: standard



Payload: 900



ER Medium Lasers= <100> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



Large Pulse Lasers=<150> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (lt)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50> (rt)



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



SRM 6=<100> (ct)



Mega Damage: 4d4 MD/missile



Range: 6 miles 10 ft radius of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



Model Type: MHL-X1 Marshal



Class: Battlemech



Chassis: Earthwerk GRF



Armor: Durallex Medium Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 910



Arm(2) - 270 each



Legs(2) - 370 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<2> Jump Jets- 60 each (rl/ll)



<1> Diverse Optics Type 27 Medium Pulse Laser- 100



<1> Diverse Optics Type 18 Medium Laser- 50



<1> Hotshot Flamer- 25



<1> Delta Dart LRM-5 Launcher +2t ammo- 150



<1> Sunglow Type 2 Large Laser- 75



<2> SperryBrowning Machine Guns +2t ammo each- 25 each



<1> Artemis IV FCS- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 55



Speed:



Running: 60 mph



Walking: 40 mph



Leaping: 40 ft



Height - 50 ft



Width - 15 ft



Length - 15 ft



Power Plant - Magna 220 Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Artemis IV FCS=<100> (rt) + 10 to strike with all missile weapons when linked to a narc missile never misses



LRM 5=<150> (rt)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 180 missile volleys



Flamers=<25> (rt)



Mega Damage: 2D4x10 MD 10act fire damage



Range: 300 feet



Rate of Fire: standard



Payload: unlimited



Machine Gun=<25> (lt)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Machine Gun=<25> (lt)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 200



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Pulse Lasers=<100> (rt)



Mega Damage: 5D6x10 + 10 MD



Range: 4000 feet



Rate of Fire: standard



Payload: unlimited



Large Lasers =<75> (ra)



Mega Damage: 8D4x10 + 40 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: MAD-5TC Marauder



Class: Battlemech



Chassis: Endo Steel



Armor: Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 1160



Arm(2) - 350 each



Legs(2) - 460 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



<3> ER PPC- 200 each



<3> ER Pulse Medium Laser- 200 each



<1> Targeting Computer- 100



<1> Actiuve Probe- 100



<1> ECM Suite- 100



<1> TAG- 100



<1> Laser Anti-Missile System- 75



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 75



Speed:



Running: 60 mph



Walking: 40 mph



Leaping: 0



Height - 59 ft



Width - 25 ft



Length - 16 ft



Power Plant - 300 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay= <equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-= <equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay== <equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles



Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



ER PPC=<200> (la)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER PPC=<200> (ra)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER PPC=<200> (rt)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ct)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



Targeting Computer= <100> (head )+5 strike with all weapons



Model Type: WHM- 6R Warhammer/Excalibur



Class: Battlemech



Chassis: Starcorp 100



Armor: Leviathon Plus



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(1) Artemis IV FCS- 100



(1) Targeting Computer- 100



(2) Donal ERPPC- 200 each



(2) Magna ER Small Laser- 50 each



(2) Martell ER Medium Laser- 100 each



(2) Sperry Browning Machine Guns +2t ammo each- 25 each



(1) Holly Extended Range Short Range Missile 6 Pack +2t ammo- 100



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 70



Speed:



Running: 60 mph



Walking: 40 mph



Leaping: 0



Height - 37 ft



Width - 26 ft



Length - 16 ft



Power Plant - VOX 280 Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses Targeting Computer= <100> +5 strike with all weapons



ER SRM 6=<100>



Mega Damage: 4d4 MD/missile



Range: 12 miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



Machine Gun=<25>



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Machine Gun=<25>



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



ER Medium Lasers= <100>



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Lasers= <100>



Mega Damage: 5D4x10 + 20 MD



Range: 5000 feet



Rate of Fire: standard



Payload: unlimited



ER PPC=<200> (ra)



Mega Damage: 15d10x10 +60



Range: 40000ft



Rate of Fire: standard



Payload : unlimited



ER PPC=<200> (la)



Mega Damage: 15d10x10 +60



Range: 40000ft



Rate of Fire: standard



Payload : unlimited



ER Small Laser =<50>



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Laser =<50>



Mega Damage: 3D4x10 + 10 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Model Type: NMS- 1X Nemesis Omni LAM



Class: Battlemech



Chassis: Endo Steel



Armor: Omnium Ferro-Aluminum



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 790



Arm(2) - 220 each



Legs(2) - 340 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(PRIMARY)



(1) Conversion Equip Ment- 80



(1) Artemis IV FCS- 100



(1) Targeting Computer- 100



(1) Bloodhound Active Probe- 100



(1) Guardian ECM Suite- 100



(1) Angel ECM Suite- 100



(1) Nacr Missile Beacon Launcher +2t ammo- 200



(1) Laser Anti-Missile System- 75



(1) Extended Range Short Range Missile-2 Pack +2t ammo – 100



(5) Extended Range Medium Pulse Lasers- 200 each



(ALT A)



(1) Conversion Equip Ment- 80



(1) Targeting Computer- 100



(1) Bloodhound Active Probe- 100



(1) Guardian ECM Suite- 100



(1) Angel ECM Suite- 100



(1) Laser Anti-Missile System- 75



(2) ER Pulse Large Laser- 300 each



(2) ER Pulse Small Laser- 100 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 50



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 60 ft



Height - 45 ft



Width - 26 ft



Length - 17 ft



Power Plant - 300 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(PRIMARY)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Gaurdian ECM Suite=<100> (rt) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> (lt) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons, when linked to a narc missile never misses



Targeting Computer= <100> (ct) +5 strike with all weapons



Narc Missile Beacon=<200> (ct)



Mega Damage: 2 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



ER SRM 2 =<100> (la)



Mega Damage: 2d4 md/missile



Range: 16 miles 20ftr of impact site



Rate of Fire: volleys of 2 per melee



Payload: 48 missile volleys



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (la)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



(ALT A)



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Gaurdian ECM Suite=<100> (lt) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> (rt) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Targeting Computer= <100> (ct) +5 strike with all weapons



Laser Anti-Missile System=<75> (head)



Mega Damage: 6d6



Range: 24000ft



Rate of fire: standard



Payload: unlimited



ER Large Pulse Lasers=<300> (la)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



ER Large Pulse Lasers=<300> (ra)



Mega Damage: 9D6x10 + 40 MD



Range: 20000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (lt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



ER Small Pulse Laser= <100> (rt)



Mega Damage: 3D6x10 + 10 MD



Range: 8000 feet



Rate of Fire: standard



Payload: unlimited



Overview



Originally code named the Vampire, this 'Mech was designed in response to the need for a maneuverable and versatile 'Mech that would replace the Vanguard. The fact that the Clan would even attempt to design such a 'Mech is evidence that the Clan members are slowly bending their rigid views of the caste division between the MechWarrior and Aerojock.



Little else is known about the development or deployment of this 'Mech.



Capabilities



The Nemesis sports five medium pulse lasers which are tied to a targeting computer. A skilled warrior could pinpoint weaknesses in the enemy's armor and cause severe damage to the 'Mech. The Streak SRM-2 is usually equipped with inferno rounds which, when coupled with the mobility of the 'Mech, allow for very effective hit-and-run tactics.



Model Type: DVS-2 Devastator



Class: Battlemech



Chassis: Star League XT Endo Steel



Armor: Durallex Heavy Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(24) Jump Jets- 60 each (3each ll/rl/ct/rct/rt/rrt/lt/rlt)



(1) Johnston Wide Band ECM Suite- 100



(1) Rander Pinpoint-HY MK IActive Probe-100



(1) Rander Pinpoint-HY MK II Targeting Computer- 100



(1) Rander Pinpoint-HY MK III TAG- 50



(7) Intek Extended Range Pulse Medium Lasers- 200 each



(2) Donal Extended Range Partical Projection Cannons - 200 each



(2) Poland Main Model A Gauss Rifles - 200 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 100



Speed:



Running: 90 mph



Walking: 60 mph



Leaping: 100 ft



Height - 50 ft



Width - 35 ft



Length - 20 ft



Power Plant – Vlar 300 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay= <equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-= <equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay== <equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



ECM Suite= <100> Protects from radar lock/beagle active probe/tag/Bloodhound and narc -5 to strike mech with missiles



Active probe=<100>20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and camouflaged units



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Targeting Computer= <100> (rt)+5 strike with all weapons



ER PPC=<200> (la)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



ER PPC=<200> (ra)



Mega Damage: 16d20x10 +60



Range: 80000ft



Rate of Fire: standard



Payload : unlimited



Gauss Rifle=<200> (la)



Mega Damage: 10d10x10 +30



Range: 40000ft 20ftr of impact site



Rate of Fire: standard



Payload: 160



Gauss Rifle=<200> (ra)



Mega Damage: 10d10x10 +30



Range: 40000ft 20ftr of impact site



Rate of Fire: standard



Payload: 160



ER Medium Pulse Lasers=<200> (head)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (lt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (rlt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (rt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (rrt)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (ct)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



ER Medium Pulse Lasers=<200> (rct)



Mega Damage: 6D6x10 + 10 MD



Range: 12000 feet



Rate of Fire: standard



Payload: unlimited



Overview:



The Devastator was built from a Star League-era design, discovered in 3023 by Davion troops in the remains of a Star League base on the planet Hoff. Inner Sphere scientists and BattleMech manufacturers, however, lacked the technology to build the Gauss rifles, extra-light engines, and double heat sinks the design required. The blueprints for the Devastator languished in the files of the New Avalon Institute of Science for ten years, until advanced technological information uncovered in the Gray Death memory core enabled House Davion to construct a prototype of the BattleMech.



Originally designed by General Kerensky to correct the flaws in the prototype Titan BattleMech, the Devastator can deliver tremendous firepower at long range. The chaos of the Amaris Civil War disrupted the development of the original Devastator, though several prototypes reached General Kerensky's forces in time for the final assault on Terra. No record of the 'Mech's deployment during the Succession Wars exists; experts assume that all the prototypes accompanied General Kerensky in the Exodus.



Capabilities:



The relative lightness of the Devastator's 300 XL engine enables the 'Mech to carry several heavy weapons and extra double heat sinks. A total of fourteen double heat sinks keep the Devastator cool even at the height of baffle, and eighteen and a half tons of armor give the Devastator excellent protection.



The Devastator's weapons are impressive and deadly. Two Gauss rifles and two PPCs make up the major portion of the 'Mech's arsenal, allowing the Devastator to inflict immense damage at long range. The 'Mech's four tons of Gauss ammunition are stored in four separate bins, eliminating the possibility of putting the Gauss rifles out of action with a single lucky hit. For short-range combat, the Devastator is equipped with four medium lasers, including one rear-mounted laser.



Deployment:



Norse-Storm has been producing a moderate number of Devastators at their Loxley facility for the past ten years. All of these units have been sold to the Federated Commonwealth. It is unknown how many Devastators were deployed with Lyran units when the Lyran Alliance declared its independence from the Commonwealth. Experts estimate that as many as 100 Devastators may be stationed alo ng the borders of the Clan occupation zones.



Model Type: LGB- 7Q Longbow/Spartan



Class: Battlemech



Chassis: Starcorp 100



Armor: StarSlab/9.5 MK II/ w CASE



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 1300



Arm(2) - 270 each



Legs(2) - 460 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(1) Octagon Tartrac System C Artemis IV FCS- 100



(1) Octagon Tartrac System C Beagle Active Probe- 100



(1) O/P 3000 COMSET, Irian TelStar Angel ECM Suite- 100



(1) Octagon Tartrac System C Targeting Computer- 100



(1) Octagon Tartrac System C Bloodhound Active Probe- 100



(1) O/P 3000 COMSET, Irian TelStar Guardian ECM Suite- 100



(1) Narc Missile Beacon Launcher- 200



(2) AntiAir Flak Systems-1 Laser Anti Missile System- 75 each



(2) Holly LRM-20 Missle Racks +2t ammo each- 150 each



(2) Delta Dart LRM-5 Missle Racks +2t ammo each- 150 each



(2) Ceres Arms Medium Lasers- 50 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 85



Speed:



Running: 50 mph



Walking: 30 mph



Leaping: 0



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant - Strand 255 Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units



Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



Targeting Computer= <100> +5 strike with all weapons



Laser Anti-Missile System=<75> (head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (rhead)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



LRM 20=<150> (la)



Mega Damage: 5D6 MD/missile



Range: 500 miles 20ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 720 missile volleys



LRM 5=<150> (lt)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 180 missile volleys



LRM 20=<150> (ar)



Mega Damage: 5D6 MD/missile



Range: 500 miles 20ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 720 missile volleys



LRM 5=<150> (rt)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 180 missile volleys



Narc Missile Beacon=<200> (ct)



Mega Damage: 1 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



Medium Lasers= <50> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rlt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rrt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Capabilities:



The 7Q Longbow's 255 fusion engine is a vast improvement over the original Longbow's huge VOX 340 engine. Lighter and more efficient, the new fusion engine gives the 7Q Longbow a slightly faster top speed while enabling the 'Mech to carry three tons of additional armor spread across the three front torsos, the arms, and the legs. The 7Q Longbow is fitted with twenty-two heat sinks, which allow it to keep up with advancing 'Mech forces and still deliver deadly missile fire. Two medium lasers give the 7Q Longbow short range fighting ability; as the 'Mech was never intended for front-line duty, the designers felt that these short-range weapons were sufficient. The 7Q shares with its 0W model predecessor an antiaircraft targeting and tracking system widely considered to be one of the best in the Inner Sphere.



Deployment:



StarCorps factories in Marik territory are currently running at full speed to fill all the orders for 7Q Longbows for the Free Worlds League military. They have no plans as yet to sell any to mercenary units. The Federated Commonwealth has sent several lances of its Longbows to its Periphery border, and the Lyran Alliance has deployed several lances to its borders with the Jade Falcon occupied zone and Marik space. StarCorps factories in the Federated Commonwealth are reportedly selling the Longbow to mercenary units employed by the Commonwealth government, and the single StarCorps facility in the Lyran Alliance has announced its intention to sell Longbows to mercenary units stationed within Alliance borders.



Model Type: LGB-8C Longbow /Spartan



Class: Battlemech



Chassis: Starcorp 100



Armor: Leviathon Plus



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 1300



Arm(2) - 270 each



Legs(2) - 460 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(1) Octagon Tartrac System C Artemis IV FCS- 100



(1) Octagon Tartrac System C Beagle Active Probe- 100



(1) Octagon Tartrac System C Bloodhound Active Probe- 100



(1) O/P 3000 COMSET, Irian TelStar Guardian ECM Suite- 100



(1) O/P 3000 COMSET, Irian TelStar Angel ECM Suite- 100



(1) Octagon Tartrac System C Targeting Computer- 100



(1) Narc Missile Beacon launcher- 200



(2) AntiAir Flak Systems-1 Laser Anti Missile System- 75 each



(2) Sian/Ceres Tiger LRM-20 Missle Racks +2t ammo each – 150 each



(2) Sian/Ceres Lynx LRM-5 Missle Racks +2t ammo each- 150 each



(4) Martell Medium Lasers- 50 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 85



Speed:



Running: 50 mph



Walking: 30 mph



Leaping: 0



Height - 40 ft



Width - 25 ft



Length - 16 ft



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units



Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



Targeting Computer= <100> +5 strike with all weapons



Laser Anti-Missile System=<75> (head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (rhead)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



LRM 20=<150> (la)



Mega Damage: 5D6 MD/missile



Range: 500 miles 20ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 720 missile volleys



LRM 5=<150> (lt)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 180 missile volleys



LRM 20=<150> (ra)



Mega Damage: 5D6 MD/missile



Range: 500 miles 20ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 720 missile volleys



LRM 5=<150> (rt)



Mega Damage: 2d6 MD/missile



Range: 200 miles 20ftr of impact site



Rate of Fire: volleys of 5 per melee



Payload: 180 missile volleys



Narc Missile Beacon=<200> (ct)



Mega Damage: 1 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



Medium Lasers= <50> (lt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rlt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rrt)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Overview:



The LGB-OW Longbow is a popular design used by all the houses of the Inner Sphere. The exact number of those produced is unknown, but they are found in the regiments of nearly all armies. Limited production of the two models shown here continues to this day in most of the Successor States.



The Longbow was designed to act as a heavy support unit for assault groups. With its long range missiles it is capable of standing off at long range and launching a devastating preparatory attack against enemy positions and cities.



Capabilities:



The Longbow is a late model BattleMech that utilizes the 0/P 1560 Laser Directed Missile Targeting and Tracking System. Using a Locust or Flea equipped with the targeting system as a spotter, the Longbow is capable of acquiring a target that it cannot see and delivering a barrage of missiles with the same accuracy as if it had sighted the target visually. This ability has made the Longbow a dreaded opponent.



The Longbow does not usually suffer from heat buildup due to its battlefield mission. When used in a support role where movement is not required, it can fire consecutive barrages of missiles while accumulating very little heat.



Even though the OW model has no short-range armament, its weight (85 tons) makes a punch or kick a potent defense. The later 8C model has medium lasers forward and aft which improve the Longbow’s close-in defense capabilities.



Deployment:



The Longbow is half of a very effective 'hunter-killer’ team, with specially equipped Fleas or Locusts as the hunters and the Longbow as the killer. In tactical usage the light ’Mech searches out enemy units and pinpoints their location with its laser-directed targeting system. The Longbow then strikes, its long-range missiles guided to the target by the unseen laser beam.



The true value of this tactic is being able to engage an enemy unit without exposing ’Mechs. In most cases, the 'hunter-killer’ teams are able to surprise their foes and set the balance of power in their favor. It is in this role that the Longbow is most commonly used, and MechWarriors who seek to avoid being hammered by them are advised to be on the lookout for hidden light ’Mechs.



The Longbow is also found in regular army units and is operated in normal BattleMech fashion. Its most common battlefield mission, when used in this manner, is as long-range support unit, much like that performed by the Archer.



Model Type: ARC-2R Archer/Gladiator



Class: Battlemech



Chassis: Earthwerk Archer



Armor: Maxmillian 100



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 1100



Arm(2) - 330 each



Legs(2) - 410 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(1) RCA Instatrac Mark XII Targeting Computer- 100



(1) RCA Instatrac Mark XII Artemis Fcs- 100



(4) Diverse Optics Type 18 Medium Lasers- 50 each



(2) Machine Guns+2t ammo each- 25 each



(2) Anti- Missile System- 50 each



(2) Doombud Long Range Missle 20-Racks +2t ammo each- 150 each



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass- 70



Speed:



Running: 60 mph



Walking: 40 mph



Leaping: 0



Height - 37 ft



Width - 27 ft



Length - 20 ft



Power Plant - VOX 280 Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



Targeting Computer= <100> +5 strike with all weapons



Anti - Missile System=<50> (head)



Mega Damage: 1D4 MD



Range: 6000 feet



Rate: standard



Payload:24



Anti - Missile System=<50> (rhead_



Mega Damage: 1D4 MD



Range: 6000 feet



Rate: standard



Payload:24



Machine Gun=<25> (ct))



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



Machine Gun=<25> (ct)



Mega Damage: 2d6x10



Range: 1000 ft



Rate of Fire: standard



Payload: 100



LRM 20=<150> (lt)



Mega Damage: 5D6 MD/missile



Range: 500 miles 20ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 360 missile volleys



LRM 20=<150> (rt)



Mega Damage: 5D6 MD/missile



Range: 500 miles 20ftr of impact site



Rate of Fire: volleys of 20 per melee



Payload: 360 missile volleys



Medium Lasers= <50> (la)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (rct)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Medium Lasers= <50> (ra)



Mega Damage: 5D4x10 + 20 MD



Range: 3000 feet



Rate of Fire: standard



Payload: unlimited



Overview:



The ARC-2R Archer is one of the best-known designs still in use today. First produced in 2474, the Archer quickly earned respect and popularity among BattleMech regiments that was unequalled by any other type. Star League records show that nearly 100,000 Archers were constructed before the beginning of the Succession Wars. Most of these have now been destroyed or lost to spare parts depots. However, some production of the many Archer variants continues to this day in most of the Successor States.



The Archer was designed initially as a heavy-hitting assault 'Mech, able to pound defending units at long range as it approached. Over the centuries, it has also been used in a variety of other roles, ranging from city busting to indirect fire support.



Capabilities:



The ARC-2R Archer is an early model assault 'Mech. Its two Doombud LRM 20-racks can support an attack or defensive situation in the initial stages of combat. The two self-loading missile storage bins located on each side of the upper torso beneath the launchers are ample enough for continued bombardment as long as necessary. The four Diverse Optics Type 18 medium lasers are designed for medium- to short-ranged combat, with two of them positioned in a central turret above the cockpit for rearward fire.



The Archer is one of the few BattleMechs whose cockpit is located beneath the central torso. This obviously gives the pilot a battlefield perspective quite different from most normal cockpit positions. Armor protection is still about the same as in other heavy 'Mechs, however, as the torso armor belt is located above the cockpit area, protecting the gyro mechanism and the VOX 280 engine unit.



Like so many other Mechs, the Archer is plagued with heat buildup problems, which makes it dangerous to shoot both the long-range missiles and the medium lasers at the same time. Nor is the 'Mech particularly effective in toe-to-toe combat, despite its two heavy battle fists. Another problem is the Archer's familiarity. It has been around so long that all combatants know its design capabilities and its weaknesses too well. Though still an effective battle machine, there are rarely any new tricks an Archer can spring on an opponent.



Deployment:



During the defense of Rallonsdown Starport on the planet Chian in 2931, an Archer piloted by Suizo Ozawa of House Kurfta Repair and Replacement Station 241 was set upon by a full lance of Bandit King Helmar Valasak. After several hours of hit-and-run tactics, Ozawa had destroyed two of the four attackers. Heavily damaged, his Archer charged the remaining two pirate 'Mechs, crippling one with the last shot from his medium lasers. The remaining enemy Shadow Hawk delivered a devastating attack with his autocannon, followed by a series of punches that toppled Ozawa's Archer into the surrounding rubble of buildings. Knowing the Shadow Hawk was coming in for the kill, Suizo Ozawa set his Diverse Optics Type 18 medium lasers into overload in hopes of setting off its remaining ammunition and attempted to eject. The explosion engulfed both 'Mechs, and caught Ozawa before he could clear the escape tube. In 2932, Repair and Replacement Station 241 was renamed Ozawa Station in his memory.



Model Type: RVN-1 Raven



Class: Battlemech



Chassis: Hellspont Type R Standard



Armor: Hellspont Lite Stealth



Crew: 1-2



MDC by Location:



*Head - 110



**Main Body (CT+RT+LT combined)- 470



Arm(2) - 130 each



Legs(2) - 210 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(2) Laser Anti-Missile System- 75



(1) Beagle Active Probe- 100



(1) Blood Hound Active Probe- 100



(1) Guardian ECM Suite- 100



(1) Angel ECM Suite- 100



(1) TAG- 100



(1) Targeting Computer- 100



(2) ER Medium Laser- 200 each



(2) SRM 6 +2t ammo each- 100 each



(1) TAG- 50



(1) Artemis IV FCS- 100



(1) Narc Missile Beacon- 200



(10) Jump Jets- 60 each (2each<lt/rt/ct/ll/rl>)



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected and the Mech Will Self Destruct



Mass- 40



Speed:



Running: 80 mph



Walking: 50 mph



Leaping: 180 ft



Height - 30 ft



Width - 15 ft



Length - 10 ft



Power Plant – GM 200 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(2) Diverse Optics Type ER Medium Lasers



(2) Knock Out Laser Anti-Missile System



(2) Sian/Ceres Harpoon 6 SRM 6-rack



(1) Apple Churchill Beagle Active Probe



(1) Apple Churchill Blood Hound Active Probe



(1) Apple Churchill Guardian ECM Suite



(1) Apple Churchill Angel ECM Suite



(1) Apple Churchill 422x TAG TAG



(1) Apple Churchill Guiding Light NARC Missile Beacon



(1) Sure Shot Targeting Com[puter



(1) Ceres Artemis IV FCS



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Targeting Computer= <100> +5 strike with all weapons



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Laser Anti-Missile System=<75> (head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (ct)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<100> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Lasers=<100> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Narc Missile Beacon=<200> (la)



Mega Damage: 1 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



SRM 6=<100> (lt)



Mega Damage: 4d4 MD/missile



Range: 6miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



ER SRM 6=<100> (rt)



Mega Damage: 4d4 MD/missile



Range: 6 miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 144 missile volleys



Model Type: RVN-2 Raven II



Class: Battlemech



Chassis: Hellspont Type R Endo Steel



Armor: Hellspont Lite Stealth Ferro-Fibrous



Crew: 1-2



MDC by Location:



*Head - 120



**Main Body (CT+RT+LT combined)- 590



Arm(2) - 170 each



Legs(2) - 250 each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



(2) Laser Anti-Missile System- 75



(1) Beagle Active Probe- 100



(1) Blood Hound Active Probe- 100



(1) Guardian ECM Suite- 100



(1) Angel ECM Suite- 100



(1) TAG- 100



(1) Targeting Computer- 100



(2) ER Pulse Medium Laser- 200 each



(2) ER SRM 6 +2t ammo each- 100 each



(1) TAG- 50



(1) Artemis IV FCS- 100



(1) Narc Missile Beacon- 200



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected and the Mech Will Self Destruct



Mass- 40



Speed: fly Mach-1



Running: 80 mph



Walking: 50 mph



Leaping: 180 ft (1800 ft with thruster assisted leaps)



Height - 30 ft



Width - 15 ft



Length - 10 ft



Power Plant – GM 200 XL Fusion



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



(2) Diverse Optics Type ER Pulse Medium Lasers



(2) Knock Out Laser Anti-Missile System



(2) Sian/Ceres Harpoon 6 ER SRM 6-rack



(1) Apple Churchill Beagle Active Probe



(1) Apple Churchill Blood Hound Active Probe



(1) Apple Churchill Guardian ECM Suite



(1) Apple Churchill Angel ECM Suite



(1) Apple Churchill 422x TAG TAG



(1) Apple Churchill Guiding Light NARC Missile Beacon



(1) Sure Shot Targeting Com[puter



(1) Ceres Artemis IV FCS



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units



Blazer Armor Overlay=<equal to armor of mech> ½ dmg from all missile weapons



Glazed Armor Overlay-=<equal to armor of mech> ½ damage from all ballistic weapons



Blue Shield Overlay==<equal to armor of mech> ½ dmg from all energy weapons



Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use again



Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with missiles



Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike mech with missiles



Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and shutdown



Targeting Computer= <100> +5 strike with all weapons



Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses



TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys



Laser Anti-Missile System=<75> (head)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



Laser Anti-Missile System=<75> (ct)



Mega Damage: 3d6



Range: 12000ft



Rate of fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



E R Medium Pulse Lasers=<200> (ra)



Mega Damage: 6D6x10 + 10 MD



Range: 6000 feet



Rate of Fire: standard



Payload: unlimited



Narc Missile Beacon=<200> (la)



Mega Damage: 1 per missile



Range: equal to missile launcher type used



Rate of fire: standard



Payload: equal to missile launcher type used



(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and never miss )



ER SRM 6=<100> (lt)



Mega Damage: 4d4 MD/missile



Range: 12 miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 72 missile volleys per launcher per ton of ammo



ER SRM 6=<100> (rt)



Mega Damage: 4d4 MD/missile



Range: 12 miles 20ftr of impact site



Rate of Fire: volleys of 6 per melee



Payload: 72 missile volleys per launcher per ton of ammo



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:



Model Type:



Class: Battlemech



Chassis:



Armor:



Crew: 1-2



MDC by Location:



*Head -



**Main Body (CT+RT+LT combined)-



Arm(2) - each



Legs(2) - each



Weapon Systems MDC –



Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.



*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike



**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected



Mass-



Speed:



Running:



Walking:



Leaping:



Height -



Width -



Length -



Power Plant -



Physical Strength - equal to a PS of 60



Cargo - minimal for personal effects



Cost - 30 million credits for a brand new mech



Weapon Systems:

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