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TECHNICAL

READOUT:
Acknowledgements

Battletech®, Mech®, Battlemech®, Omnimech®and Mechwarrior®are Copyrighted and Registered Trademarks of WizKidsLLC.

I would like to acknowledge that the information found in this volume was compiled from the following works:

Battletech Technical Readout 3060 (FASA 8622)


Battletech Technical Readout 3075 (CAT 35130)
Battletech Technical Readout 3085 (CAT 35131)
Battletech Technical Readout 3058 Upgrade (CAT 35125)
Battletech Technical Readout 3085 Supplemental (CAT 35S001)
Battletech Experimental Technical Readout Clans (CAT 35XT009)
Battletech Technical Readout Davion (CAT 35645)
Battletech Technical Readout Gladiators (CAT 35642)
Battletech Experimental Technical Readout Kurita (CAT 35XT001)
Battletech Experimental Technical Readout Liao (CAT 35XT003)
Battletech Experimental Technical Readout Marik (CAT 35XT005)
Battletech Technical Readout Prototypes (CAT 35132)
Battletech Experimental Technical Readout Steiner (CAT 35XT007)
Battletech The Wars of Reaving (CAT 35306)

I would like to thank the authors and artists who originally produced the above volumes. Without their hard work and love of the Battletech universe none of this would be possible.

While the information contained herein was used without the original authors and artists permission, this volume is for personnal use only, and not for sale, so no profit should ever be
made off of this work. All of the original volumes should be purchased by anyone wishing to use this manual.

2
A Few Words

This book is the first in a series, which are eventually planned to be compiled into one large volume. Most Battletech fans who have
read the fiction, have probably come across reference to the Warbook at one time or another. The Warbook is a computer program
built into ‘Mechs and vehicles designed to help identify enemy units. This is an attempt to compile all the same information in one
easy to use manual.

3
TABLE OF CONTENTS
Infantry Rogue Bear-HR 104
ComStar 8 Thunderbird Battle Armor 106
Corporations 12 Golem Assault Armor 108
General Clan 16 Ironhold Assault Battle
General Periphery/Pirate 20 Armor 110
Ghost Bear (Rasalhague) 24 Warg 112
Hell's Horses 28
House Davion 32 Inner Sphere
House Kurita 36 Gladiator-S Exoskeleton 116
Gladiator Exoskeleton "The
House Liao 40
Spider" 118
House Marik 44
Nighthawk Mk XXI PA(L) 120
House Steiner 48
Tornado PA(L) 122
Magistry of Canopus 52 Achileus Light Battle
Mercenary Infantry 56 Armor 124
RAF Infantry 60 Djinn 126
Taurian Concordat 64 Gray Death Scout Suit 128
Word of Blake 68 Gray Death Scout "The
Battle Armor Willow Wisps" 130
Infiltrator Mk I Battle
The Clans
Armor 132
Aerie PA(L) 76
Kage Light Battle Armor 134
Sylph Battle Armor 78
Kage C 136
Sylph (Enhanced) 80
Kobold Battle Armor 138
Sylph-XR 82
Angerona 140
Afreet 84 Asura Medium Battle
Clan Medium Battle Armor 86 Armor 142
Elemental 88 Cavalier Battle Armor 144
Elemental II 90 Fa Shih Battle Armor 146
Salamander 92 Fa Shih 2 148
Undine Battle Armor 94 Gray Death Standard Suit 150
Corona 96 Gray Death Strike 152
Elemental II (X) 98 Infiltrator Mk II Battle
Gnome 100 Armor 154
Rogue Bear Heavy Armor 102 Infiltrator Mk II CORAL
INTENT 156

4
Inner Sphere Standard 158 ProtoMechs
Inner Sphere Standard Erinyes 218
"Hive" 160 Harpy 220
Longinus Battle Armor 162 Cecerops 222
Longinus "Hacked" 164 Siren 224
Purifier Adaptive Battle
Orc 226
Armor 166
Satyr 228
Raiden Battle Armor 168
Satyr-XP 230
Rottweiller Battle Armor 170
Se'irim Medium Battle Centaur 232
Armor 172 Procyon 234
Trinity Medium Battle Chrysaor 236
Armor 174 Hydra 238
Void Medium Battle Armor 176 Procyon (Quad) 240
Void Caltrop 178 Basilisk 242
Void (Minelayer) 180 Basilisk (Quad) 244
Ying Long BC3 182 Roc 246
Phalanx Battle Armor 184 Gorgon 247
Rogue Bear (Hybrid) 186 Triton 248
Sloth Battle Armor 188 Delphyne 250
Tengu Heavy Battle Armor 190 Minotaur 252
Fenrir Battle Armor 192 Minotaur P2 254
Fenrir "Longshot" 194 Minotaur-XP 256
Grenadier Battle Armor 196 Hobgoblin Ultraheavy
Hauberk Battle Armor 198 ProtoMech 258
Hauberk Commando 200 Boggart Ultraheavy
ProtoMech 260
Hauberk U15 202
Kanazuchi Assault Battle Svartalfa Ultra ProtoMech 262
Armor 204 Sprite Ultraheavy
ProtoMech 264
Kanazuchi "Cyclops" 206
Kopis Assault Battle Armor 208
Nephilim Assault Battle
Armor 210
Ravager 212
Shedu Assault Battle
Armor 214

5
6
7
8
COMSTAR
OVERVIEW
Like all militaries, the Com Guards used large numbers of unarmored infantrymen in a variety of roles. The Com Guards were always built as a combined arms force,
and this cohesion was only enhanced when Precentor Martial Anastasius Focht assumed command. While many criticized the Com Guards for their lack of focus on
BattleMech formations, the Battle of Tukayyid and the actions of the Com Guards throughout the Jihad quickly proved the validity of combined arms doctrine, and even The
Republic Armed Forces are questioning the necessity of large BattleMech formations.

SPECIAL INFANTRY
The sheer size of ComStar and its varied interests guarantee a large range of specialist infantry roles in the Com Guards, but none are more specialized than the
hostile environment reconnaissance teams of the Explorer Corps. Highly regarded as the elite infantry of the Corps, the hostile recon infantryman is a well-trained soldier
capable of operating in a combat role in almost any environment, including the vacuum of space. These platoons are routinely motorized, using whatever vehicle is most
appropriate to the environment, from low-slung tracked crawlers on high-gravity worlds to near-flying skimmers in low-gravity, dense-atmosphere planets. Armed with
advanced weaponry and supported by Hellbore assault lasers, the hostile environment infantry can face nearly any threat to an Explorer Corps survey team.
The business of ComStar has always been communication, whether transmitting, archiving or stealing it, and the Com Guards were no different than any other
branch of the Order. Warfare requires the most up-to-date information, and the gathering of battlefield intelligence was a prime concern for ComStar strategists. One class of
infantry squad—the battlefield data miner—was especially useful in gathering up-to-the-second intelligence on the Com Guards’ enemies. By using a system of remote
sensors deployed from mechanized carriers, the data miners could capture all enemy transmissions and submit them for processing. Though they rarely managed to crack
enemy encryption in real time, they successfully used simple signal measurements to identify enemy commanders for targeting by Com Guard battlefield units.
The revelation in the 3050s that ComStar retained a fleet of WarShips shook the Inner Sphere powers, despite many of them having purchased ComStar-built
interplanetary drives for their own nascent WarShip fleets. These vessels remained active and crewed, if hidden, for many decades, and the fleet marine assets of the Com
Guards are expert in dealing with shipboard security and combat. Several of the ship-to-ship battles in the Jihad degenerated to boarding actions, and the laser-armed
marines served valiantly against the Word of Blake. The RAF’s own few WarShip-based marine units have drawn significantly from Com Guard marine doctrine, which far
outpaces that of other Inner Sphere navies.
The Forty-eighth Division fought ferociously in the Jihad and earned a reputation for fast, mobile warfare despite suffering horrendous losses. A large part of that
reputation is built on the bridging units of Take the Time III-chi, who, by necessity, became experts at moving the Forty-eighth’s heavy combat units across rivers, streams
and chasms blocking their path. Often under fire, these heavy troops saved the day again and again by making it possible for Com Guard combat units to outflank or
outdistance Word of Blake opposition. Though armed with laser rifles, the bridging units often used their engineering vehicles in combat, quickly digging fighting positions
along the banks of their bridging encampments; several times the infantry and armored units waiting to move would only leave their fighting positions to cross the river and
then cover the bridging unit as it crossed behind them.

9
Motorized XTC Infantry Surveillance Specialists
Notable Unit: Explorer Corps Hostile Environment Recon Units Notable Unit: Com Guards Battlefield Data Miners
Tech Base (Rating): Inner Sphere (E/X-X-E) Tech Base (Rating): Inner Sphere (F/X-X-D)
Transport Weight: 8 tons (4 tons) Transport Weight: 14 tons
Equipment: Equipment:
Primary Weapon: 30 Mauser 960 Assault Systems Primary Weapon: 12 Federated-Barrett M42B Assault Rifles
Secondary Weapon: 6 Hellbore Assault Lasers Secondary Weapon: None
Armor: Environment Suit, Hostile Armor: ComStar Standard Infantry Kit
Battle Value: 121 Battle Value: 78
Notes: Cannot make Anti-’Mech or Swarm attacks. Xenoplanetary (All Notes: Sensor equipment.
Environments) Condition-Trained. Breaks up into two 18-trooper platoons in play.
Platoon Type (Specialty): Mechanized/Hover (Combat Engineers: Sensor)
Platoon Type (Specialty): Motorized, XCT (None) Ground MP: 5
Ground MP: 2 Platoon Size (Squad/Platoon): 12 (6/2)
Platoon Size (Squad/Platoon): 36 (6/6) Armor Divisor: 2
Armor Divisor: 2 To-Hit Modifier (Range in Hexes):
To-Hit Modifier (Range in Hexes): –2 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes)
–1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes) Maximum Weapon Damage (# of Troopers):
Maximum Weapon Damage (# of Troopers): 7 (12), 6 (11-10), 5 (9-8), 4 (7), 3 (6-5), 2 (4-3), 1 (2-1)
7 (18), 6 (17-15), 5 (14-12), 4 (11-10), 3 (9-7), 2 (6-4), 1 (3-2), 0 (1)

10
Space Marine Bridge-builder Engineers
Notable Unit: Com Guards Warship Fleet Marine Notable Unit: Take the Time III-chi, Forty-eighth Division
Tech Base (Rating): Inner Sphere (D/X-F-D) Tech Base (Rating): Inner Sphere (F/X-X-D)
Transport Weight: 3 tons Transport Weight: 14 tons
Equipment: Equipment:
Primary Weapon: 24 Sunbeam Laser Pistols Primary Weapon: 12 Pulse Laser Rifles
Secondary Weapon: 4 Blazer Rifles Secondary Weapon: None
Armor: Environment Suit, Marine Armor: ComStar Standard Infantry Kit
Battle Value: 121 Battle Value: 27
Notes: None. Notes: Bridge-building equipment.

Platoon Type (Specialty): Foot (Marine) Platoon Type (Specialty): Mechanized/Tracked (Combat Engineers: Bridge-
Ground MP: 1 Building)
Platoon Size (Squad/Platoon): 24 (6/4) Ground MP: 3
Armor Divisor: 2 Platoon Size (Squad/Platoon): 12 (6/2)
To-Hit Modifier (Range in Hexes): Armor Divisor: 2
–2 (0 Hex), 0 (1 Hex), +2 (2 Hexes), +4 (3 hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): –2 (0 Hex), 0 (1 Hex), +2 (2 Hexes), +4 (3 hexes)
7 (24-23), 6 (22-19), 5 (18-16), 4 (15-13), 3 (12-9), 2 (8-6), 1 (5-2), 0 (1) Maximum Weapon Damage (# of Troopers):
3 (12-10), 2 (9-6), 1 (5-2), 0 (1)

11
12
CORPORATIONS
OVERVIEW
Corporate security in the thirty-first century can rival the skill and equipment of the most elite Inner Sphere army and the size of a small Periphery nation’s armed
forces. But for all the flashy high-end firepower seen from the likes of Irian BattleMechs Unlimited, Defiance Industries or StarCorps, in the end corporations rely on the
common trooper more than any nation. With factory complexes that can span dozens of kilometers, only manpower is economical enough to cover that territory. New
Avalon’s Achernar BattleMechs, for example, maintains a battalion of mostly Valkyrie and Legionnaire BattleMechs, backed up by two mixed battle armor battalions. However,
these forces rarely deploy for passive defense; instead, they wait until called upon by the frontline corporate foot soldiers.
Given their reliance on “boots on the ground,” it is not surprising that corporations have gotten the most out of the PBI (Poor Bloody Infantry).

SPECIAL INFANTRY
Preferring to reserve their armor and BattleMech security forces for so-called real problems, Johnston Industries relies on Rapid Response Forces as their first line of
reinforcements for security. Riding on small, heavily armored hover bikes, Johnston’s RRF troopers wear light protection to allow greater dismounted mobility. The hover
bikes combine speed and the ability to carry heavy support weapons, like infantry LRM launchers.
Under the stewardship of Chandrasekhar Kurita, Hachiman Taro Enterprises experienced explosive growth. With such growth comes the inevitable long list of
enemies, corporate or otherwise. Uncle Chandy’s death at the hands of the Word of Blake is a prime example of the level of conflict in which HTE can find itself. Given this
reality, and the extensive technical expertise on which it can call, Hachiman has become adept at extracting itself from problems. The HTE Extraction Force takes it a step
further, specializing in getting assets out of troubled territory. Using one-man VTOL systems allows incredible freedom of mobility and response. These teams can insert,
rescue the kidnapped CFO and be airborne again before any alarm is raised.
“There is no problem a greater application of ballistic lead can’t solve.” Attributed to mercenary-turned-Solaris jock Kip Caselton, this saying best describes Irian
BattleMechs Unlimited’s approach to threat response. Deploying from full-sized APCs, Irian SWAT teams wear the heaviest unpowered armor in existence and take the
application of throwing lead to the extreme. Imperator assault rifles backed up by no less than eight David light Gauss rifles ensure that Irian can bring major firepower to
bear on any threat.
StarCorps prefers a middle ground between the nimble Johnston RRFs and the lumbering Irian SWAT teams. Equipped with reinforced jump packs to carry a
maximum equipment load, StarCorps jump assault infantry is deadly in any urban or industrialized battlefield. Troops armed with auto-rifles are backed up by heavy grenade
launchers mounted to their jump packs. Various grenades round out the devastating ensemble. As the Jihad grew in intensity and StarCorps saw its own facilities hit
numerous times, they began to deploy their jump infantry with inferno grenade rounds. Able to threaten even BattleMechs in combat, StarCorps continues to show its
wariness of any government authority.

13
Hover Assault Infantry VTOL Infantry
Notable Unit: Johnston Industries Rapid Response Force Notable Unit: Hachiman Taro Enterprise Extraction Force
Tech Base (Rating): Inner Sphere (D/X-X-D) Tech Base (Rating): Inner Sphere (E/X-X-E)
Transport Weight: 20 tons Transport Weight: 34 tons
Equipment: Equipment:
Primary Weapon: 12 Auto-Rifles Primary Weapon: 16 Auto-Rifles
Secondary Weapon: 8 LRM Launchers Secondary Weapon: None
Armor: Other Periphery/Generic Kit Armor: Myomer, Vest
Battle Value: 55 Battle Value: 85
Notes: None. Notes: None.

Platoon Type (Specialty): Mechanized/Hover (None) Platoon Type (Specialty): Mechanized VTOL, Micro-Copter (None)
Ground MP: 4 VTOL MP: 6
Platoon Size (Squad/Platoon): 20 (5/4) Platoon Size (Squad/Platoon): 16 (4/4)
Armor Divisor: 1 Armor Divisor: 2
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
–1 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes) –2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
8 (20-19), 7 (18-17), 6 (16-14), 5 (13-12), 4 (11-9), 3 (8-7), 2 (6-4), 1 (3-2), 0 8 (16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)
(1)

14
Heavy Support Infantry Jump Support Infantry
Notable Unit: Irian Technologies SWAT Team Notable Unit: StarCorps Jump Assault Infantry
Tech Base (Rating): Inner Sphere (E/X-X-E) Tech Base (Rating): Inner Sphere (C/X-X-D)
Transport Weight: 6 tons Transport Weight: 6 tons
Equipment: Equipment:
Primary Weapon: 20 Imperator AX-22 Assault Rifles Primary Weapon: 15 Auto-Rifles
Secondary Weapon: 8 David Light Gauss Rifles Secondary Weapon: 6 Heavy Grenade Launcher w/Infernos
Armor: Ballistic Plate Armor: Other Periphery/Generic Kit
Battle Value: 119 Battle Value: 57
Notes: Cannot conduct Anti-’Mech or Swarm Attacks. Notes: Flame-based weapons (may inflict damage and heat to heat-tracking
units).
Platoon Type (Specialty): Motorized (None)
Ground MP: 1 Platoon Type (Specialty): Jump (None)
Platoon Size (Squad/Platoon): 28 (7/4) Jump MP: 2
Armor Divisor: 2 Platoon Size (Squad/Platoon): 21 (7/3)
To-Hit Modifier (Range in Hexes): Armor Divisor: 1
–1 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): –1 (0 Hexes), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes)
15 (28-27), 14 (26-25), 13 (24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17- Maximum Weapon Damage (# of Troopers):
16), 8 (15-14), 7 (13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1) 11 (21), 10 (20-19), 9 (18-17), 8 (16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-
7), 3 (6-5), 2 (4-3), 1 (2-1)

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16
GENERAL CLAN
OVERVIEW
It is a common misconception that unarmored infantry has no role within the Clans, but the simple truth is that battle armor is expensive and not suited to all roles.
For most tasks away from the battlefield a simple foot soldier is adequate. Though Elementals are preferred, most Clan infantry are solahma warriors at the end of their
careers or who have failed their Trials. While many seek an honorable death, their typical employment makes it unlikely.
While some Clans see infantry as useful, most Clans see infantry as a necessary evil populated with failures. Despite those attitudes, Clan infantry is almost always
better equipped than Inner Sphere infantry, with advanced armor, weapons and supporting equipment. Though this is an incidental result of advanced Clan technology
rather than any conscious intention, it means even a disaffected Clan unit can be a match for its Inner Sphere equivalent if used carefully.

SPECIAL INFANTRY
The Ebon Keshik is a group of elite, black-clad Elementals that guard the most revered sites on Strana Mechty. As battle armor is too bulky for these human-scale
facilities and operating basically in a civilian environment, there is little need for the protection and firepower of a battle armor suit. Instead these warriors are most
commonly equipped as foot infantry in specially sculpted black body armor. Unlikely to see combat, a warrior in the Ebon Keshik has little to look forward to beyond a Trial of
Position from a younger warrior and the inevitable relegation to a solahma unit. Patrolling the corridors of power on Strana Mechty is the ultimate achievement in the career
of an Elemental, yet it is a tainted honor.
Throughout history navies have sought soldiers of their own, marines whom they can tailor to suit the navy’s needs and requirements. This tradition continues to
modern navies like that of Clan Snow Raven. Typically made up of warriors of all phenotypes, these troops guard Clan Snow Raven’s fleet from internal threats. Unlike battle
armor, these troops have limited mobility and are best suited to defense. They can be found on spacecraft ranging from battleships to observation space stations, providing
security and defense against boarding. With the introduction of the Aerie (P)AL it has been suggested that the unarmored marine’s days are numbered in Clan Snow Raven.
However, the Aerie’s cost means that it will never be deployed in the numbers regular marines are.
Poor Lyran national spirit is often blamed for the lack of civilian disturbances in the Clan Jade Falcon Occupation Zone. Many would begrudgingly admit that the
Jade Falcons might be good at controlling civilian dissent. Dating back to the Culling, Clan Jade Falcon has employed specialist Watch units to control its civilian population.
As the front line of Clan Jade Falcon repression, the police show little interest in restraint or building good will. Armed with a mixture of lethal and non-lethal weapons, they
swoop in using fast vehicles to put down any riots or disturbances as soon as they occur. More ominously, the police have been involved in countless nighttime arrests of
Lyran nationalists over the last twenty years. Inner Sphere pundits like to compare these to Capellan “disappearances” but the police rarely make any attempt at secrecy and
the prisoners are usually publicly punished and executed.
The Dark Caste is a mystery to nearly everybody, including the Clans. Yet from time to time the Clans encounter a large Dark Caste group and a firefight occurs. The
harsh conditions the Dark Caste lives under limits their weaponry to what they can build on their own or steal from the Clans. Protection is little better than safety equipment
for their ramshackle light vehicles. Outmatched by all but the weakest of Clan forces they still act as bogeymen to the Clans. Perhaps the fear is not what they can do but
what they represent, because for the regimented Clans the freedom of the Dark Caste must be truly terrifying.

17
Clan Heavy Foot Infantry Clan Space Marine
Notable Unit: Ebon Keshik Point Notable Unit: Clan Snow Raven Space Marines
Tech Base (Rating): Clan (E/X-F-D) Tech Base (Rating): Clan (E/X-F-E)
Transport Weight: 1 ton Transport Weight: 3 tons
Equipment: Equipment:
Primary Weapon: 5 Mauser IICs Primary Weapon: 20 Mauser IICs
Secondary Weapon: None Secondary Weapon: None
Armor: Clan Standard Infantry Kit Armor: Environment Suit, Marine
Battle Value: 26 Battle Value: 138
Notes: None. Notes: None.

Platoon Type (Specialty): Foot (None) Platoon Type (Specialty): Foot (Marine)
Ground MP: 1 Ground MP: 1
Platoon Size (Squad/Platoon): 5 (5/1) Platoon Size (Squad/Platoon): 20 (5/4)
Armor Divisor: 2 Armor Divisor: 2
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
–2 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes) –2 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
5 (5), 4 (4), 3 (3), 2 (2), 1 (1) 18 (20), 17 (19), 16 (18), 15 (17), 14 (16-15), 13 (14), 12 (13), 11 (12), 10
(11), 9 (10), 8 (9), 7 (8), 6 (7), 5 (6-5), 4 (4), 3 (3), 2 (2), 1 (1)

18
Clan Anti-Infantry Motorized Infantry
Notable Unit: Clan Jade Falcon Police Notable Unit: Dark Caste Bandits
Tech Base (Rating): Clan (E/X-X-E) Tech Base (Rating): Clan (C/X-C-D)
Transport Weight: 20 tons Transport Weight: 6 tons
Equipment: Equipment:
Primary Weapon: 12 Avenger CCW Shotguns Primary Weapon: 20 Bolt-Action Rifles
Secondary Weapon: 8 Tranq Guns Secondary Weapon: 5 Standard SRM Launchers
Armor: Clan Standard Infantry Kit Armor: Clothing, Leather/Synthetic Hide
Battle Value: 69 Battle Value: 72
Notes: Can only damage conventional infantry units. Notes: None.

Platoon Type (Specialty): Mechanized/Wheeled (None) Platoon Type (Specialty): Motorized (None)
Ground MP: 4 Ground MP: 3
Platoon Size (Squad/Platoon): 20 (5/4) Platoon Size (Squad/Platoon): 25 (5/5)
Armor Divisor: 2 Armor Divisor: 1
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
0 (0 Hexes) –1 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
5 (20-18), 4 (17-14), 3 (13-10), 2 (9-6), 1 (5-2), 0 (1) 6 (25-23), 5 (22-19), 4 (18-15), 3 (14-11), 2 (10-7), 1 (6-3), 0 (2-1)

19
20
GENERAL PERIPHERY/PIRATE
OVERVIEW
Given that the Periphery spawned the death of the old Star League, the RAF maintains an awareness of military and political developments as closely there as it
does in the Successor States, despite the unlikelihood of RAF troops encountering these forces in combat.
Necessity is the mother of invention, and nowhere is the necessity greater than on the fringe of civilization. While these innovations may not be as grand in scale as
those in the Inner Sphere, RAF troops can learn much from the tactics and equipment used by the conventional forces in the Periphery. Infantry in the Periphery has always
formed a larger percentage of military might than in the Successor States. Thus, infantry will certainly be the largest complement an aggressor will face in these nations.

SPECIAL INFANTRY
Like the political tides that see new nations arise and fall in the Periphery, so too do new infantry types and tactics ebb and flow. Battle armored infantry has
assumed a significant role in the various Inner Sphere militaries, but such technology is still rare in the Periphery. Conventional infantry forces, however, are continuously
evolving.
While some might suspect the death of their Caesar would drive them to despair, the Caesar’s Royal Guard only increased their brutality and ruthlessness. The
notion of any unit being the “best of the best” is generally only so much hyperbole, but in the Marian Hegemony it is fact. Royal Guards are selected only after punishing trials
to prove the physical quality of the candidates and their loyalty to the Caesar. Their fanaticism is unmatched among Periphery troops. Appearing archaic by design, their
armor is still able to turn aside fire from modern weapons. Their constant training ensures the delivery of withering fire from support machine guns and auto-rifles. It will be
through no fault of theirs that any Caesar dies.
Among the more despicable infantry in the Periphery are the so-called Pacification Squads of the Death’s Consorts. Clad in whatever armor each trooper can
scrounge, these mismatched troopers make up for in destruction what they lack in appearance. Formed under Lady Death, it was not until Gary Tiqualme took control that
these troopers showed their true nature. Focused around heavy flamers, these platoons rain fire upon any who speak out against their masters. Great swaths of urban
territory were turned to ash on Malagrotta thanks to these criminals.
The Outworlds Alliance fields troopers relying upon beasts for transport. The tariq-mounted infantry of Brasha’s Qum’ran Guard hearken back to the days of horse-
mounted cavalrymen with the reptilian tariqim replacing horses. Arranged similarly to an Inner Sphere jump infantry platoon, the twenty-one troopers maintain constant
contact with their tariqim. These mounted troopers demonstrate uncanny battlefield acumen for such ill-provisioned troops. They care for their tariqim as they would a
family member, mourning the loss of a mount as they do a fellow trooper. While their firepower suffers from inadequate supplies, they are capable of disrupting rear areas
and performing exceptional recon.
Among the less-verifiable of Periphery troops are the Skåret assassins of the JàrnFòlk. Not much is known about the secretive JàrnFòlk and that comes from
ComStar Explorer Corps reports. Given the wide-ranging rumors of these assassin teams, the inability to locate or observe them speaks either to their acumen or their
nonexistence. Based largely on conjecture and crime scene evidence in the Hanseatic League, it is believed that the Skåret assassins operate in three-man—or more—teams.
While they are able to kill from a distance with rifles, they are also blamed for many deaths via blade, pistol and poison. Their ability to evade detection leads many to believe
they possess sneak suits that rival those of DEST operatives.

21
Ceremonial Guard Pirate
Notable Unit: Caesar’s Royal Guard, Marion Hegemony Notable Unit: Lady Death’s “Pacification” Squads, Pirate
Tech Base (Rating): Inner Sphere (C/B-B-B) Tech Base (Rating): Inner Sphere (D/C-B-B)
Transport Weight: 10 tons (4 groups of 3 tons) Transport Weight: 6 tons
Equipment: Equipment:
Primary Weapon: 90 Auto-Rifles Primary Weapon: 20 Laser Rifles
Secondary Weapon: 10 Support Machine Guns Secondary Weapon: 8 Heavy Flamers
Armor: Ballistic Plate, Standard Armor: Other Periphery/Generic Kit
Battle Value: 233 Battle Value: 63
Notes: Breaks up into four 25-trooper platoons in play. Cannot make Anti-’Mech Notes: Flame-Based Weapon (may inflict damage and heat to heat-tracking
or Swarm Attacks. units).

Platoon Type (Specialty): Foot (None) Platoon Type (Specialty): Motorized (None)
Ground MP: 1 Ground MP: 2
Platoon Size (Squad/Platoon): 100 (10/10) Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 1 Armor Divisor: 1
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
–1 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes) +1 (0 Hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
14 (25), 13 (24-23), 12 (22-21), 11 (20-19), 10 (18-17), 9 (16), 8 (15-14), 7 11 (28-27), 10 (26-25), 9 (24-22), 8 (21-20), 7 (19-17), 6 (16-15), 5 (14-12),
(13-12), 6 (11-10), 5 (9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1) 4 (11-9), 3 (8-7), 2 (6-4), 1 (3-2), 0 (1)

22
Beast Mounted Infantry Assassin
Notable Unit: Tariq-mounted Infantry, Outworlds Alliance Notable Unit: Skåret Assassins, JàrnFòlk
Tech Base (Rating): Inner Sphere (C/B-B-B) Tech Base (Rating): Inner Sphere (D/C-C-D)
Transport Weight: 15 tons Transport Weight: 1 ton
Equipment: Equipment:
Primary Weapon: 21 Makeshift Rifles Primary Weapon: 6 Sniper Rifles
Secondary Weapon: None Secondary Weapon: 1 Sternsnacht Heavy Pistol
Armor: Other Periphery/Generic Kit Armor: Sneak Suit (Camo/ECM/IR)
Battle Value: 41 Battle Value: 23
Notes: None. Notes: +3 to-hit modifier to attackers if platoon doesn’t move, +2 modifier to
attackers if platoon expends 1 MP. Non-infantry units suffer +1/+1/+2 penalty to
Platoon Type (Specialty): Beast-Mounted, Tariq (None) hit at short/medium/long ranges. Invisible to Active Probes. May use Atmospheric
Ground MP: 5 Drops rules.
Platoon Size (Squad/Platoon): 21 (7/3)
Armor Divisor: 1 Platoon Type (Specialty): Foot (Paratroops)
To-Hit Modifier (Range in Hexes): Ground MP: 1
–2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes) Platoon Size (Squad/Platoon): 7 (7/1)
Maximum Weapon Damage (# of Troopers): Armor Divisor: 1
1 (21-10), 0 (9-1) To-Hit Modifier (Range in Hexes):
–2 (0 Hexes), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes)
Maximum Weapon Damage (# of Troopers):
1 (7-4), 0 (3-1)

23
24
GHOST BEAR (RASALHAGUE)
OVERVIEW
The Ghost Bear Dominion is not known for its infantry, at least the unarmored kind. The popular image is of the giant Elemental riding a ’Mech into battle. While this
may be true for the fighting arms of the touman, internal security forces like the Watch frequently use unarmored troops to achieve their aims.
The KungsArmé made extensive use of infantry, from its partisan roots to its modern infantry regiments. Their absorption into the Dominion touman has not been
easy, but they still exist, providing screening forces for the KungsArmé’s conventional armor. At the same time, others have gone back to their roots, fighting to free their
homelands from the Clan invaders and whoever supports them.
One only need watch the Chatterweb to see the result. Until recently, public bombings and firefights were a daily occurrence on Alshain and elsewhere throughout
the Dominion. Only with the end of the Jihad and Mimir allying with the Watch has a measure of peace been achieved, but the hidden civil war still continues.

SPECIAL INFANTRY
While all Clans make use of their old warriors in solahma formations, few match the Dominion’s Heavy Points. The Dominion’s oversized battle armor force means
that there is a continual supply of retired or failed Elementals. Unlike most solahma troopers, these Elementals combine a lifetime of infantry training with the physical bulk to
handle the heaviest weapons and armor available. Usually equipped as jump infantry to make the most of their existing training, these warriors act as internal security across
the Dominion, where ongoing terrorist actions keep them sharper than one might expect.
Mimir had been coordinating organized resistance to invaders for centuries when the Clans arrived in 3049. After a number of early successes, Mimir settled down
into an extended guerrilla war against the rapidly improving Clan Watch. A standard Mimir troop is fast and hard-hitting. Armed with readily available assault rifles and rocket
launchers, they can easily overwhelm an isolated outpost before fading back into the hinterland. With Mimir merging into the Dominion Watch, the fate of the troops
themselves has been mixed. Many aligned themselves with the Motstånd so that they can continue the fight. To confuse the issue further, rumors persist of Mimir-funded
troops in the Clan Wolf and Hell’s Horses’ occupation zones, which the Dominion vehemently denies.
After Tukayyid, Clan Ghost Bear tried to handle Mimir uprisings with their existing solahma troops. While effective in a stand-up fight, the solahma proved too slow
to keep up with the fast-moving Mimir troops. Years of fighting resulted in specialist Watch counter-insurgency Points to hunt down Mimir units. Mounted in fast, armored
vehicles, the counter-insurgency Points use advanced weapons and armor to overwhelm any light forces they encounter. After merging with the Dominion, access to Mimir’s
intelligence networks and field operatives has only improved their performance, while recent strategic gaffes by the Motstånd and successful high-profile anti-terrorist
operations have seen public support swing in favor of the Dominion troops.
Finally, the Third Ueda infantry regiment is a typical example of the KungsArmé’s infantry forces. Veterans of the war against Clan Wolf, their numbers were culled in
the Trials of Position to become part of the Rasalhague Dominion touman and then further reduced as their strongest were seconded into the Third Drakøn Cluster’s battle
armor Binaries. But some remain, providing support to the First Ueda Cavaliers. Low on the food chain, they have yet to gain access to Clan equipment, and retain much of
their old equipment. This might appear to make the Third Ueda infantry less than capable on a modern battlefield, but appearances are deceptive. As jump troops with anti-
’Mech training, they pose a threat to any force they can close with.

25
Clan Assault Infantry Motorized Heavy Infantry
Notable Unit: Ghost Bear Heavy Solahma Infantry Notable Unit: Motstånd/Mimir Troop
Tech Base (Rating): Clan (E/X-E-E) Tech Base (Rating): Inner Sphere (C/B-B-B)
Transport Weight: 4 tons Transport Weight: 6 tons
Equipment: Equipment:
Primary Weapon: 12 Mauser IICs Primary Weapon: 24 Auto Rifles
Secondary Weapon: 8 Support Lasers (ER) Clan Secondary Weapon: 4 Rocket Launchers (LAW)
Armor: Clan Standard Infantry Kit Armor: Free Rasalhague Republic Standard Infantry Kit
Battle Value: 186 Battle Value: 80
Notes: None Notes: None

Platoon Type (Specialty): Jump (None) Platoon Type (Specialty): Motorized (None)
Ground MP: 1 Ground MP: 3
Jump MP: 2 Platoon Size (Squad/Platoon): 28 (7/4)
Platoon Size (Squad/Platoon): 20 (5/4) Armor Divisor: 1
Armor Divisor: 2 To-Hit Modifier (Range in Hexes):
To-Hit Modifier (Range in Hexes): –2 (0 Hex), 0 (1 Hex), +2 (2 Hexes), +4 (3 hexes)
–1 (0 Hex), 0 (1-4 Hexes), +2 (5-8 Hexes), +4 (9-12 hexes) Maximum Weapon Damage (# of Troopers):
Maximum Weapon Damage (# of Troopers): 13 (28), 12 (27-25), 11 (24-23), 10 (22-21), 9 (20-19), 8 (18-17), 7 (16-15), 6
19 (20), 18 (19), 17 (18), 16 (17), 15 (16), 14 (15), 13 (14), 12 (13), 11 (12), (14-12), 5 (11-10), 4 (9-8), 3 (7-6), 2 (5-4), 1 (3-2), 0 (1)
10 (11-10), 9 (9), 8 (8), 7 (7), 6 (6), 5 (5), 4 (4), 3 (3), 2 (2), 1 (1)

26
Clan Mechanized Infantry Anti-’Mech Jump Infantry
Notable Unit: Mimir/Watch Counter Insurgency Point Notable Unit: Third Ueda Infantry, Third Drakøns
Tech Base (Rating): Clan (C/X-X-E) Tech Base (Rating): Inner Sphere (D/X-X-D)
Transport Weight: 20 tons Transport Weight: 6 tons
Equipment: Equipment:
Primary Weapon: 12 Gauss Sub Machineguns Primary Weapon: 18 Blazer Rifles
Secondary Weapon: 8 Clan Support Pulse Lasers Secondary Weapon: 3 Heavy Support Lasers
Armor: Clan Standard Infantry Kit Armor: FRR Standard Infantry Kit
Battle Value: 106 Battle Value: 181
Notes: +1D6 against infantry Notes: None

Platoon Type (Specialty): Mechanized Tracked (None) Platoon Type (Specialty): Jump (None)
Ground MP: 3 Groun d MP: 1
Platoon Size (Squad/Platoon): 20 (5/4) Jump MP: 3
Armor Divisor: 2 Platoon Size (Squad/Platoon): 21 (7/3)
To-Hit Modifier (Range in Hexes): Armor Divisor: 1
–2 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): –1 (0 Hexes), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes)
12 (20), 11 (19-18), 10 (17-16), 9 (15), 8 (14-13), 7 (12-11), 6 (10), 5 (9-8), 4 Maximum Weapon Damage (# of Troopers):
(7-6), 3 (5), 2 (4-3), 1 (2-1) 11 (21), 10 (20-19), 9 (18-17), 8 (16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-
7), 3 (6-5), 2 (4-3), 1 (2-1)

27
28
HELL’S HORSES
OVERVIEW
Clan Hell’s Horses has always made heavy use of infantry forces. Marching alongside conventional armor, these forces are used to screen more valuable units.
Officially Clan Hell’s Horses’ conventional infantry is made up of Elementals who failed their initial Trial of Position. However, many are solahma at the end of their career,
especially in the less physically demanding mechanized Binaries.
As the Clan deploys its vehicles in a number of wide ranging roles, their infantry has to be equally varied. The high percentage of trained Elementals in the Hell’s
Horses touman means it is trivial to equip them as anti-’Mech- trained jump infantry. New weapons like the Bearhunter and Gauss SMG have caused a marked increase in the
firepower of Clan Hell’s Horses’ infantry forces. Advanced armor utilizing Clan copper is universally employed, as are the hardest-hitting weapons the warriors can carry.
Indeed, a lack of heavy weapons is often an indication of a lack of Elementals. Mechanized troops are used when extra speed or weapons capacity is needed, while ad hoc
points manned by solahma warriors are deployed when heavy infantry is not available.

SPECIAL INFANTRY
The Sixty-seventh BattleMech Cluster maintains an unusually large number of infantry. Cavalry Points are designed to be able to keep up with scouting elements
and scoot across the battlefield in small hovercraft. Naturally these vehicles are limited in what they can carry and these troops are accordingly lacking in firepower. In the
enclosed environments the Sixty-seventh prefers, they proved to be quite capable scouts, but all too often it seems they are used as a distraction to allow damaged scout
tanks to limp off the battlefield and are highly vulnerable in a stand up fight.
Another type of infantry serving in the Sixty-seventh BattleMech Cluster is Mechanized AA. Traveling in special light tanks fitted with lightweight antiaircraft
weapons, these troops are expected to provide a screen for support units, supply dumps and artillery vehicles. They rarely see combat and there are serious questions about
how battle worthy they are. It is unclear if they can even survive against a VTOL , let alone an aerospace fighter. Against Clan Ice Hellion, these troops took heavy losses from
rapid strikes as they lacked the speed to respond, but they succeeded in their mission and the tanks they protected were left untouched.
Elementals who lose their armor face a more honorable future in infantry forces because of their existing training. Armed with the heaviest weapons available the
heavy infantry of the Ninety-first Mechanized Assault represents some of the most dangerous infantry on the battlefield. Already skilled in infantry combat, fitted with jump
packs and body armor, a squad of this heavy infantry is able to operate alongside Elementals and BattleMechs. Their secret is the use of the Bearhunter autocannon, which
boosts the Point’s firepower without restricting its mobility compared to other heavy infantry. This style of heavy infantry is very popular in Clan Hell’s Horses and only limited
by the number of warriors available.
Most Clusters like the Forty-second BattleMech Cluster deploy a number of ad hoc Points which lack the specialization of those already listed. These troops are
armed with modern weapons, are quite capable and are motivated by the high chance of seeing combat. Made up of tested-down warriors from all branches, these solahma
troops aren’t expected to live long; they are just happy to be given one last chance for honor. Combat reports from the Occupation Zone suggest Clan Wolf preferred to use
Elementals on headhunting missions against the conventional support units the Forty-second’s infantry routinely protects. One can only imagine what Elementals would do
to these lightly protected infantry.

29
Fast Recon AA Mechanized Infantry
Notable Unit: Cavalry Point, Sixty-seventh BattleMech Cluster, Iota Galaxy Notable Unit: Mechanized AA Infantry Point, Sixty-seventh BattleMech Cluster,
Tech Base (Rating): Clan (E/X-F-D) Iota Galaxy
Transport Weight: 20 tons Tech Base (Rating): Clan (E/X-F-E)
Equipment: Transport Weight: 20 tons
Primary Weapon: 20 Mauser IICs Equipment:
Secondary Weapon: None Primary Weapon: 12 Auto-Rifles
Armor: Clan Standard Infantry Kit Secondary Weapon: 8 Mk. 2 Man-Portable AA
Battle Value: 114 Armor: Clan Standard Infantry Kit
Notes: None. Battle Value: 99
Notes: Anti-Aircraft equipment; may attack airborne targets that attack their hex.
Platoon Type (Specialty): Mechanized/Hover (None)
Ground MP: 5 Platoon Type (Specialty): Mechanized Wheeled (AAA)
Platoon Size (Squad/Platoon): 20 (5/4) Ground MP: 3
Armor Divisor: 2 Platoon Size (Squad/Platoon): 20 (5/4)
To-Hit Modifier (Range in Hexes): Armor Divisor: 2
-2 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): –1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes)
18 (20), 17 (19), 16 (18), 15 (17), 14 (16-15), 13 (14), 12 (13), 11 (12), 10 Maximum Weapon Damage (# of Troopers):
(11), 9 (10), 8 (9), 7 (8), 6 (7), 5 (6-5), 4 (4), 3 (3), 2 (2), 1 (1) 13 (20), 12 (19), 11 (18), 10 (17), 9 (16), 8 (15), 7 (14-13), 6 (12-11), 5 (10-9),
4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

30
Clan Heavy Jump Infantry Clan Foot Infantry
Notable Unit: Heavy Infantry Point, Ninety-first Mechanized Assault, Epsilon Notable Unit: Ad Hoc Point, Forty-second BattleMech Cluster, Theta Galaxy
Galaxy Tech Base (Rating): Clan (E/X-X-E)
Tech Base (Rating): Clan(E/X-X-E) Transport Weight: 3 tons
Transport Weight: 4 tons Equipment:
Equipment: Primary Weapon: 20 Gauss SMGs
Primary Weapon: 16 Mauser IICs Secondary Weapon: 5 Automatic Grenade Launchers
Secondary Weapon: 4 Bearhunter Autocannons Armor: Clan (All) Kit
Armor: Clan Armor Kit Battle Value: 108
Battle Value: 136 Notes: None.
Notes: Heavy Burst Damage (+1D6 damage to conventional infantry).
Platoon Type (Specialty): Foot (None)
Platoon Type (Specialty): Jump Ground MP: 1
Ground MP: 1 Platoon Size (Squad/Platoon): 25 (5/5)
Jump MP: 3 Armor Divisor: 2
Platoon Size (Squad/Platoon): 20 (5/4) To-Hit Modifier (Range in Hexes):
Armor Divisor: –2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes)
To-Hit Modifier (Range in Hexes): Maximum Weapon Damage (# of Troopers):
–1 (0 Hex), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 hexes) 12 (25-24), 11 (23-22), 10 (21-20), 9 (19-18), 8 (17-16), 7 (15-14), 6 (13-12),
Maximum Weapon Damage (# of Troopers): 5 (11-10), 4 (9-8), 3 (7-6), 2 (5-4), 1 (3-2), 0 (1)
24 (20), 23 (19), 22 (18), 20 (17), 19 (16), 18 (15), 17 (14), 16 (13), 14 (12),
13 (11), 12 (10), 11 (9), 10 (8), 8(7), 7 (6), 6 (5), 5 (4), 4 (3), 2 (2), 1 (1)

31
32
HOUSE DAVION
OVERVIEW
Perhaps no other nation values their infantry as much as the Federated Suns. The Suns’ respect for its military extends right down to the regular private in the
Planetary Guard infantry. The AFFS was one of the first modern militaries to reintegrate its infantry into its front-line forces. No longer an afterthought, AFFS infantry trained
right alongside the BattleMechs and tanks of the front-line RCTs.
The inclusion of battle armor in the AFFS TO &E has not fundamentally altered the structure of the Davion infantry forces. The basic structure of AFFS infantry
formations remains unchanged, with battle armor forces mixed in as heavy support and in stand-alone heavy formations. With such a focus on infantry, it is unsurprising that
the AFFS has so many specialized infantry units. Nor is it surprising that the RAF’s own infantry corps are borrowing heavily from the Federated Suns model.

SPECIAL INFANTRY
From the benign fire-fighting battalion of the Seventeenth Avalon Hussars to the ultra-elite black ops teams of the Rabid Foxes, the AFFS has a higher percentage of
specially trained infantry than any other nation. Many infantry are under direct orders of the AFFS High Command, but the stability of line units has led to the evolution of
specialty infantry forces within these front-line formations.
Places exist where BattleMechs cannot tread, such as extremely mountainous terrain. Into these places go the men of the Third Davion Guards, Forty-fifth Cerulean
Mountain Regiment. The “Goat Men” train extensively for high altitude and rough terrain operations. Able to set up a command post on a sheer cliff, the Forty-fifth has
surprised many an enemy by attacking from what was thought to be a safe approach. Adding re-breathers to their kits, the Forty-fifth can operate at altitudes that
conventional aircraft and VTOL s find challenging.
Long ago recognizing that war was not won solely on the battlefield, the AFFS has many infantry units devoted to non-combat operations. Able to fight on the line
with the best, these units excel in their given roles. The Twentyfourth Hellfire Battalion, Eighty-fourth Avalon Light Infantry, of the Seventeenth Avalon Hussars is a prime
example of this type of formation. Carrying Thunderstroke II Gauss rifles may seem like overkill, but the guns were chosen for their inability to cause fires rather than for their
firepower. Riding in compact all-purpose vehicles, it is more common to see a soldier of the Hellfire battalion with a shovel or portable chemical sprayer than with his
Thunderstroke.
The AFFS Frogmen are special operations troops trained extensively in sub-surface warfare. Riding their electric-cell underwater sleds and trained in combat,
demolitions and reconnaissance, the blue water marines prove the old adage: never turn your back on the water. Equipped with Federated-Barrett laser rifles, they are a
decided threat in or out of the water.
When something absolutely must be extracted overnight, the Federated Suns sends in the Rabid Foxes. Officially known as the MI6 division of AFFS Military
Intelligence, the men and women of the Rabid Foxes are some of the best and most dedicated personnel in the FedSuns. MI6 units typically operate in five- to seven-man
teams, though on occasion the need for something bigger comes along. When this happens, the Rabid Foxes send in an Extraction Specialist Team. Able to deploy from orbit
on personal reentry units, the E-Teams are equipped with the finest stealth suits, portable electronics and best-trained experts. Their job is to drop into a location, find and
acquire their target, and then make their way to the extraction point, either avoiding all contact or destroying any obstacle barring their path.

33
Mountaineer Firefighter
Notable Unit: Forty-fifth Cerulean Mountain Infantry, Second Davion Guards Notable Unit: Twenty-fourth Hellfire Firefighting Battalion, 84th Avalon LI, 17th
Tech Base (Rating): Inner Sphere (D/X-X-D) Avalon Hussars
Transport Weight: 2 tons Tech Base (Rating): Inner Sphere (E/X-X-D)
Equipment: Transport Weight: 5 tons
Primary Weapon: 12 Federated-Barrett M42B Assault Rifles Equipment:
Secondary Weapon: 2 Light SRM Launchers Primary Weapon: 14 Thunderstroke II Gauss Rifles
Armor: Federated Suns Standard Infantry Kit (3030 Issue) Secondary Weapon: None
Battle Value: 80 Armor: Federated Suns Standard Infantry Kit (3067 Issue)
Notes: Mountain climbing equipment. Unit can traverse 3 levels per hex. Unit is Battle Value: 56
immune to the effects of Thin Atmosphere. Notes: Firefighting Equipment. Cannot conduct Anti-’Mech or Swarming Attacks.

Platoon Type (Specialty): Foot (Mountain) Platoon Type (Specialty): Motorized (Combat Engineers: Firefighting)
Ground MP: 1 Ground MP: 2
Platoon Size (Squad/Platoon): 14 (7/2) Platoon Size (Squad/Platoon): 14 (7/2)
Armor Divisor: 2 Armor Divisor: 2
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
–2 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes) –2 (0 Hex), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
8 (14), 7 (13-12), 6 (11-10), 5 (9-8), 4 (7), 3 (6-5), 2 (4-3), 1 (2-1) 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

34
Frogmen SpecOps Paratrooper
Notable Unit: Blue Water Marine Response Teams (Frogmen), Special Operations Notable Unit: MI6 Extraction Team
Command Tech Base (Rating): Inner Sphere (D/X-X-E)
Tech Base (Rating): Inner Sphere (C/X-X-D) Transport Weight: 4 tons
Transport Weight: 3 tons Equipment:
Equipment: Primary Weapon: 18 Federated-Barrett M42B Assault Rifles
Primary Weapon: 10 Federated-Barrett M61A Laser Rifles Secondary Weapon: 3 Sonic Stunners
Secondary Weapon: 2 Heavy Support Lasers Armor: Sneak Suit (Camo/ECM/IR)
Armor: Flack Vest Battle Value: 101
Battle Value: 78 Notes: +3 to-hit modifier to attackers if platoon doesn’t move, +2 modifier
Notes: Weapon range is halved (round down) underwater. to attackers if platoon expends 1 MP. Non-infantry units suffer a +1/+1/+2
to-hit modifier at short/medium/long ranges. Invisible to Standard/Light
Platoon Type (Specialty): Foot (Motorized SCUBA) Active Probes. May use Atmospheric Drops rules.
Ground MP: 1
Water MP: 2 Platoon Type (Specialty): Foot (Paratroopers)
Platoon Size (Squad/Platoon): 12 (6/2) Ground MP: 1
Armor Divisor: 2 / Correction: 1 Platoon Size (Squad/Platoon): 21 (7/3)
To-Hit Modifier (Range in Hexes): Armor Divisor: 1
–1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): –2 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes)
9 (12), 8 (11-10), 7 (9), 6 (8), 5 (7-6), 4 (5), 3 (4), 2 (3-2), 1 (1) Maximum Weapon Damage (# of Troopers):
10 (21), 9 (20-18), 8 (18-16), 7 (15-14), 6 (13-12),5 (11-10), 4 (9-8), 3 (7-6), 2
(5-4), 1 (3-2), 0 (1)

35
36
HOUSE KURITA
OVERVIEW
In the era of the BattleMech, the Draconis Combine still places value on conventional infantry. District regulars are often assigned extra infantry in garrison roles,
sometimes as much as a full regiment. When regular ’Mech forces are required elsewhere, the responsibility of garrisoning an entire world may be handled by conventional
infantry. At the start of the Jihad, both the Dieron and Galedon districts relied heavily on infantry for securing military facilities. This has been a tremendous boon to the RAF
as most of the forces ceded by the Successor States are conventional infantry and militia units.
During the Jihad, infantry on Blake-occupied planets became guerrilla warfare specialists. As required by the Greater Quintadocs of the Dictum Honorium (the
Combine’s code of conduct for its citizens), all Combine citizens are expected to use all of their talents and abilities to the benefit of House Kurita and work to destroy all
enemies of the Combine. Blakist invaders found a continual resistance on every world they occupied. Some planets still report guerrilla activities by soldiers who have refused
to rescind their allegiance to the Dragon. RAF field commanders are advised to contact their planetary legate’s office for assistance if necessary.
The core RAF infantry assets in Prefectures I, II, III, and X share a common ancestor in the DCMS garrison forces that preceded them. Many of these seasoned
veterans took the opportunity of Republic-paid resettlement and now serve the RAF in other prefectures where they are exposed to a variety of cultures that were often
suppressed by the Combine.

SPECIAL INFANTRY
The Draconis Elite Strike Teams are House Kurita’s elite commandos. Each member is a highly trained specialist in multiple military occupational specialties. DEST
members are equally at home behind the controls of a ’Mech, tank, or JumpShip but they excel at stealth. For instance, a DEST unit acquired the heavily-protected Mackie
blueprints for the Combine, earning much honor and respect at the expense of the Lyrans. When brute force is required, DEST has at its disposal the best equipment available
in the Combine. The heavy response platoon is equipped with powerful Blazer rifles and semi-portable particle projection cannons, making them more than a match for any
conventional force. Their ebony DEST infiltration suits provide the maximum mixture of protection and information available to non-battle armor soldiers.
Despite the advent of battle armor in the Inner Sphere, the Combine’s Sword of Light units have vehemently resisted the inclusion of battlesuits in their TO&E,
including such units as the Seventy-first Mechanized’s field artillery battalion. Having been uncorrupted by the Second Sword of Light’s betrayal, they were assigned to the
Ninth Sword of Light but stubbornly continued to demonstrate both their commitment to conventional infantry and their ability to deliver firepower without battle armor.
Each soldier carries a TK assault rifle, and support weapons specialists provide suppressive fire with semi-portable autocannon, but the pride of the unit is its Thumper
artillery piece, a traditional weapon that still exceeds battle armor capabilities.
Proserpina is famous for its military academy, but it’s a lesser known graduating class that deserves recognition in this summary. Equipped with auto pistols and
standard DCMS personal protective gear, the 201st Pesht Assault Team’s Recon Battalion doesn’t appear to be a threat to combat units on first scan, but few enemies of the
Dragon have discounted them twice. Highly skilled combat engineers, the 201st specializes in demolition operations and uses the mobility of personal hovercraft and
superior training to rapidly achieves its objectives.
The Coordinator’s own personal bodyguard, the Otomo are stylized samurai with vibro-katanas and armor that resembles centuries-old chainmail. A handful of
auto-rifles provide fire support for each platoon, though they are rarely needed. Assignment to the Otomo is among the highest honors available to infantry in service (quite
literally) of the Dragon.

37
Heavy Jump Infantry Mechanized Field Artillery
Notable Unit: DEST Heavy Response Platoon Notable Unit: Field Artillery Battalion, Seventy-first Mechanized, Second Sword of
Tech Base (Rating): Inner Sphere (E/X-E-E) Light
Transport Weight: 4 tons Tech Base (Rating): Inner Sphere (C/X-D-D)
Equipment: Transport Weight: 40 tons
Primary Weapon: 18 Blazer Rifles Equipment:
Secondary Weapon: 3 Semi-Portable Particle Cannon Primary Weapon: 16 TK Assault Rifles
Armor: DEST Infiltration Suit Secondary Weapon: 8 Semi-Portable Autocannons
Battle Value: 95 Armor: Draconis Combine Standard Infantry Kit
Notes: +1 to-hit modifier to attackers if unit does not move. Non-Infantry units Battle Value: 102
suffer a +1/+1/+2 to-hit modifier at short/medium/long ranges. Notes: 1 Thumper Artillery Piece with 20 rounds of ammunition (requires 15 men
to operate). Burst Damage
Platoon Type (Specialty): Jump (None)
Ground MP: 1 Platoon Type (Specialty): Mechanized/Wheeled, Field Artillery (None)
Jump MP: 3 Ground MP: 3
Platoon Size (Squad/Platoon): 21 (7/3) Platoon Size (Squad/Platoon): 24 (6/4)
Armor Divisor: 1 Armor Divisor: 1
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
–1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes) –1 (0 Hex), 0 (1 Hex), +2 (2 Hexes), +4 (3 hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
8 (21-20), 7 (19-18), 6 (17-15), 5 (14-12), 4 (11-10), 3 (9-7), 2 (6-4), 1 (3-2), 13 (24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17-16), 8 (15-14), 7 (13), 6
0 (1) (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

38
Recon Infantry Ceremonial Guard
Notable Unit: Recon Battalion, 201st Pesht Assault Team, 3rd Proserpina Hussars Notable Unit: Otomo Guard
Tech Base (Rating): Inner Sphere (C/C-C-D) Tech Base (Rating): Inner Sphere (E/X-X-D)
Transport Weight: 11 tons Transport Weight: 3 tons
Equipment: Equipment:
Primary Weapon: 5 Auto-Pistols Primary Weapon: 20 Vibro-Katana
Secondary Weapon: None Secondary Weapon: 8 Auto-Rifles
Armor: Draconis Combine Standard Infantry Kit Armor: Neo-Chainmail (Neo-Samurai)
Battle Value: 22 Battle Value: 55
Notes: Equipped with Demolition Gear. Notes: None.

Platoon Type (Specialty): Mechanized/Hover (Combat Engineers: Demolitions) Platoon Type (Specialty): Foot (None)
Ground MP: 5 Ground MP: 1
Platoon Size (Squad/Platoon): 10 (5/2) Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 1 Armor Divisor: 1
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
0 (0 Hexes) –2 (0 Hex), 0 (1 Hex), +2 (2 Hexes), +4 (3 hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
2 (10-8), 1 (7-3), 0 (2-1) 9 (28-27), 8 (26-24), 7 (23-21), 6 (20-18), 5 (17-15), 4 (14-11), 3 (10-8), 2 (7-
5), 1 (4-2), 0 (1)

39
40
HOUSE LIAO
OVERVIEW
The infantryman has always been an integral part of Capellan defense, but the proliferation of battle armor and the general advancement of weapons technology
during the Jihad has given Capellan foot soldiers even more dangerous weapons to use against the Confederation’s enemies.
Because of the Confederation’s historic deficit in heavy military industry, it has been forced by sheer necessity to turn to infantry to supply many of its needs. The
one resource the Confederation rarely ran out of during the wasteful centuries of the Succession Wars was people—men and women ready to pick up rockets or rifles or even
satchel charges and simple clubs to defend the state against aggressors. The Xin Sheng movement of the 3060s revitalized the infantry arm of the Capellan Confederation
Armed Forces just as it did every other facet of the state, and the foot soldiers facing our RAF troops along the Tikonov border are just as fanatical as their parents were.

SPECIAL INFANTRY
Specialist infantry doctrine in the Confederation has undergone a renewal in the past fifteen years, with new technologies improving the usefulness of these troops
by orders of magnitude. A myriad variety of specialist roles have emerged at the squad and platoon level, in addition to the rapid proliferation of battlesuits. As Fa Shih and
Trinity battle armor companies and battalions take over frontline combat duties, more and more infantry battalions are transitioning to specialist roles.
One of the most deadly of the new infantry squads is the battlefield infiltration unit. These units, grouped administratively into two-squad platoons, are outfitted
with high-technology sneak anti-detection suits and low-signature heavy shredder rifles. Their role is to sneak across the battlefield, using the cover of battle to pass through
enemy lines and wreak havoc on the enemy’s rear areas. Several Republic battalions have had their command structures decapitated when infiltration squads penetrated
their command posts and assassinated the commanding officers. Though incapable of standing against conventional infantry, Confederation infiltration squads are deadly
additions to the Capellan order of battle.
Since 3067, mine-laying infantry have matured and proven to be dedicated and effective components of Capellan defensive doctrine. Mechanized formations have
become adept at spreading minefields in the likely paths of enemy advances, and nearly every Home Guard unit in the Confederation maintains at least a company of mine-
laying troops, if not full battalions. Several companies, notably the 117th Field Explosive with the Dynasty Guards, have transitioned into front-line units and often provide
the deciding edge in skirmishes.
The elite Warrior Houses of the Confederation are not exempt from this infantry expansion—Warrior House Dai Da Chi has trained an entire squad of elite snipers.
Armed with the Minolta 9000 sniper system originally custom-built for the Death Commandos, these squads are deadly marksmen and have fought on several worlds against
Republic forces. They are highly skilled at identifying opposing commanders and eliminating them. The deaths of Colonel Wagner and Majors Harm and Ridgeway have all
been attributed to Dai Da Chi snipers, and RAF strategists are already rushing counter-snipers to the Capellan front.
The infantry forces of McCarron’s Armored Cavalry have tried to keep pace with their brethren in other CCAF units, but the former mercenary troops still have much
doctrinal inertia to overcome, even after more than twenty years of integration. The Fifth MAC’s Kommando troops have begun training in field artillery, using field-mobile
Luxor Mobile Battery artillery missile systems in concert with mechanized transports to provide supporting fire for MAC maneuver units. Though the reloading system is
unwieldy and there have been some hiccups adapting the missile artillery to a traditional tube artillery role, the results have more than offset the difficulties.

41
Commando Minelayer Infantry
Notable Unit: CCAF Battlefield Infiltration Units Notable Unit: 117th Field Explosive, Dynasty Guards
Tech Base (Rating): Inner Sphere (D/X-X-E) Tech Base (Rating): Inner Sphere (C/X-D-D)
Transport Weight: 4 tons Transport Weight: 16 tons
Equipment: Equipment:
Primary Weapon: 14 Shredder Heavy Needler Rifles Primary Weapon: 14 Gyrojet Rifles
Secondary Weapon: None Secondary Weapon: None
Armor: Sneak Suit (Camo/ECM/IR) Armor: Capellan Confederation Standard Infantry Kit
Battle Value: 44 Battle Value: 36
Notes: +3 to-hit modifier to attackers if platoon doesn’t move, +2 to-hit modifier Notes: Mine-laying equipment.
to attackers if platoon expends 1 MP, +1 to-hit modifier to attackers if platoon
expends 2 MP. Non-infantry units suffer +1/+1/+2 to-hit modifiers at Platoon Type (Specialty): Mechanized/Tracked (Combat Engineers: Minelayer)
short/medium/long ranges. Invisible to Standard/Light Active Probes. Demolition Ground MP: 3
equipment. Platoon Size (Squad/Platoon): 14 (7/2)
Armor Divisor: 1
Platoon Type (Specialty): Jump (Combat Engineers: Demolition) To-Hit Modifier (Range in Hexes):
Ground MP: 1 –2 (0 Hex), 0 (1 Hex), +2 (2 Hexes), +4 (3 hexes)
Jump MP: 3 Maximum Weapon Damage (# of Troopers):
Platoon Size (Squad/Platoon): 14 (7/2) 5 (14-12), 4 (11-9), 3 (8-6), 2 (5-3), 1 (2-1)
Armor Divisor: 1
To-Hit Modifier (Range in Hexes):
0 (0 Hexes)
Maximum Weapon Damage (# of Troopers):
3 (14-12), 2 (11-8), 1 (7-3), 0 (2-1)

42
Sniper Missile Artillery Infantry
Notable Unit: House Dai Dai Chi Snipers Notable Unit: Kommando Special Forces, Fifth MAC
Tech Base (Rating): Inner Sphere (D/X-X-E) Tech Base (Rating): Inner Sphere (E/E-F-E)
Transport Weight: 1 ton Transport Weight: 40 tons
Equipment: Equipment:
Primary Weapon: Minolta 9000 Advanced Sniper System Primary Weapon: 16 Auto-Rifles
Secondary Weapon: None Secondary Weapon: 8 Support Machine Guns
Armor: Sneak Suit (Camo) Armor: Capellan Confederation Standard Infantry Kit
Battle Value: 21 Battle Value: 365
Notes: 7 troopers with Minolta 9000 Advanced Sniper Systems per squad; +3 Notes: 1 Arrow IV with 5 rounds of ammunition (requires 15 men to operate).
modifier to attackers if squad doesn’t move, +2 modifier to attackers if squad Burst Damage.
expends 1 MP
Platoon Type (Specialty): Mechanized/Wheeled, Field Artillery (None)
Platoon Type (Specialty): Foot Ground MP: 3
Ground MP: 1 Platoon Size (Squad/Platoon): 24 (6/4)
Platoon Size (Squad/Platoon): 7 (7/1) Armor Divisor: 1
Armor Divisor: 1 To-Hit Modifier (Range in Hexes):
To-Hit Modifier (Range in Hexes): –1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes)
–2 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes) Maximum Weapon Damage (# of Troopers):
Maximum Weapon Damage (# of Troopers): 14 (24), 13 (23-22), 12 (21-20), 11 (19), 10 (18-17), 9 (16-15), 8 (14-13), 7
2 (7-6), 1 (5-2), 0 (1) (12), 6 (11-10), 5 (9-8), 4 (7), 3 (6-5), 2 (4-3), 1 (2-1)

43
44
HOUSE MARIK
OVERVIEW
Throughout The Republic, Devlin Stone is receiving laurels for creating a pro-infantry RAF that uses the common foot soldier to the utmost advantage. This decision
alone has led many theorists to claim that he was raised in the Free Worlds League, where the common infantryman has been an integral part of the FWLM since the
Andurien War.
New technology and creative thinking featured heavily in FWLM infantry deployment, with varied units and concepts the norm rather than the exception. Although
the Free Worlds League has recently dissolved into several smaller states, the use of infantry remains largely unchanged. At nearly 1,800 strong, infantry regiments are
significantly larger in the former FWL states than in other nations. By comparison, the same title is given to a group of 750 soldiers in House Kurita, and House Davion affixes
the moniker to just over 1,000.
It is then no surprise that the former Leaguers prized conventional infantry and boasted several types of specialty infantry.

SPECIAL INFANTRY
The Royal Gurkha Battalion of the Fourth Regulan Hussars is arguably the most recognized infantry unit in the former FWL. Hailing from Muscida in the Principality
of Regulus, and almost exclusively of Nepalese descent, this elite cadre has one of the best kits available in the Inner Sphere. A distinctive battle dress uniform features slide-
in armor plating for maximum customization without sacrificing protection and a thirty-kilo jump pack adds tactical flexibility with a sixty-meter range. Each soldier carries a
trustworthy Starfire ER laser rifle and the traditional kukri knife. Squad support weapon specialists contribute the firepower of a King David Light Gauss Rifle. The combined
package makes the Gurkhas a potent force on the battlefield, even without anti-’Mech training.
Once a unified presence, SAFE (the Marik intelligence agency) splintered into multiple competing factions with the dissolution of the Free Worlds League. Of the
new states, the Marik-Stewart Commonwealth retained the most significant SAFE assets, including the organization’s original Eyrie headquarters: a hidden bunker on
Wendigo, Atreus’s moon. This facility is home to the Eagle Corps, SAFE’s special-forces branch. Safeguarding it is the responsibility of the Eyrie Defense Force—a group of
highly-skilled, xenoplanetary-trained soldiers who spend most of their day ensconced in space suits. This foot-infantry unit operates in standard platoons of twenty-eight
men armed with gyroslug rifles and ER support lasers. Their weapon mix gives each platoon a 360-meter range and enough firepower to make even the most brazen of
’Mech pilots cautious. This firepower comes at a price, as the EDF must devote significant effort to redeploying and are unable to engage on the move. Additionally, the
weight of their armament prohibits anti-’Mech attacks.
Recently rediscovered technology allowed the return of a specialty infantry unit that had been disbanded since the early Succession Wars. The 292nd League
Regulars are a conventional infantry unit attached to the Gryphons, a BattleMech regiment of the Silver Hawk Irregulars. The Gryphons have a lackluster history, but still
managed to reap some fame by reintroducing anti-aircraft jump infantry after procuring a significant supply of man-portable anti-aircraft guns. Backed by auto-rifles, the
292nd’s platoons have done well in their new role and inspired many copycat units.
From advanced technology to advanced inspiration, the Branth Irregulars are the sort of infantry usually encountered in the Periphery. This strange group of
soldiers is attached to the Beta Regiment of the Fifth Legion. Equipped with high-power (but low-tech) elephant gun, they fly into battle on the agile branth. A large flying
reptile reminiscent of the mythical Terran dragon, branths are capable of speeds nearing fifty-four kph. They pose little threat to hardened targets, but against conventional
infantry, terror-instilling branth platoons are the equal or better of many traditional forces.

45
Heavy Jump Infantry Xenoplanetary Infantry
Notable Unit: Royal Gurkha Battalion Notable Unit: Eagle Corps Eyrie Defense Force
Tech Base (Rating): Inner Sphere (E/X-X-E) Tech Base (Rating): Inner Sphere (E/X-X-E)
Transport Weight: 4 tons Transport Weight: 3 tons
Equipment: Equipment:
Primary Weapon: 18 Starfire ER Laser Rifles Primary Weapon: 20 Gyroslug Rifles
Secondary Weapon: 3 King David Light Gauss Rifles Secondary Weapon: 8 ER Support Lasers
Armor: Free Worlds League Standard Infantry Kit (3035 Issue) Armor: Spacesuit, Combat
Battle Value: 96 Battle Value: 88
Notes: Cannot conduct Anti-’Mech or Swarming Attacks. Notes: Encumbered; cannot move and shoot in the same turn. Cannot conduct
Anti-’Mech or Swarming Attacks. Xenoplanetary (Vacuum) Condition-Trained.
Platoon Type (Specialty): Jump (None)
Ground MP: 1 Platoon Type (Specialty): Foot, XCT (Vacuum)
Jump MP: 2 Ground MP: 1
Platoon Size (Squad/Platoon): 21 (7/3) Platoon Size (Squad/Platoon): 28 (7/4)
Armor Divisor: 2 Armor Divisor: 1
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
–1 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes) –1 (0 Hexes), 0 (1-4 Hexes), +1 (5-6 Hexes), +2 (7-8 Hexes), +3 (9-10
Maximum Weapon Damage (# of Troopers): Hexes), +4 (11-12 Hexes)
7 (21-20), 6 (19-17), 5 (16-14), 4 (13-11), 3 (10-8), 2 (7-5), 1 (4-2), 0 (1) Maximum Weapon Damage (# of Troopers):
13 (28), 12 (27-25), 11 (24-23), 10 (22-21), 9 (20-19), 8 (18-17), 7 (16-15), 6
(14-12), 5 (11-10), 4 (9-8), 3 (7-6), 2 (5-4), 1 (3-2), 0 (1)

46
AA Jump Infantry Aerial Beast Infantry
Notable Unit: 292nd League Regulars, Gryphons Notable Unit: Branth Irregulars, Beta Regiment, Fifth Legion
Tech Base (Rating): Inner Sphere (D/E-F-D) Tech Base (Rating): Inner Sphere (C/X-E-C)
Transport Weight: 4 tons Transport Weight: 7 tons
Equipment: Equipment:
Primary Weapon: 15 Auto-Rifles Primary Weapon: 7 Elephant Guns
Secondary Weapon: 6 Man-Portable AA Guns Secondary Weapon: None
Armor: Flak Vest Armor: Free Worlds League Standard Infantry Kit (3035 Issue)
Battle Value: 86 Battle Value: 29
Notes: Anti-Aircraft equipment; may attack airborne targets that attack their hex. Notes: Cannot conduct Anti-’Mech or Swarming Attacks. +2D6 damage vs
Infantry. +1 damage vs Vehicles/’Mechs.
Platoon Type (Specialty): Jump
Ground MP: 1 Platoon Type (Specialty): Beast-Mounted, Branth (None)
Jump MP: 2 Ground MP: 1
Platoon Size (Squad/Platoon): 21 (7/3) VTOL MP: 5
Armor Divisor: 1 Platoon Size (Squad/Platoon): 7 (7/1)
To-Hit Modifier (Range in Hexes): Armor Divisor: 2
–1 (0 Hexes), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): –1 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes)
13 (21), 12 (20-19), 11 (18-17), 10 (16), 9 (15-14), 8 (13), 7 (12-11), 6 (10-9), Maximum Weapon Damage (# of Troopers):
5 (8), 4 (7-6), 3 (5), 2 (4-3), 1 (2-1) 1 (7-5), 0 (4-1)

47
48
HOUSE STEINER
OVERVIEW
No doubt the Lyrans desire to get rid of infantry. Much like the long-gone Terran Hegemony, they place a higher value on human life than some other states. With
their education and infrastructure, it is likely a more realistic statement than some would like to admit. However, while technological increases and better training can
increase ability, it only goes so far. In the 31st Century, no nation, not even the Lyrans, can afford to be without a significant infantry force.
However, the Lyran budget goes a long way toward making their forces more flexible, able and valuable. This is even more apparent in their best and brightest. Any
enemy expecting to find the Lyran forces from the history books will be sorely disappointed. The new tactics and strategies began under Alessandro Steiner and confirmed
by the influence of the Federated Suns have integrated Lyran infantry with their other forces more than at any other time in their seven hundred years.

SPECIAL INFANTRY
Briefly overshadowed in the 3060s, Lyran infantry has had to adapt during the Civil War and Jihad. The best units, also typically the better equipped, were stripped
to build up the Federated Commonwealth’s (and Alliance’s) battle armor units. However, after an ugly childhood, the LCAF has come to realize that despite battle armor
being more effective per trooper than other infantry, battle armor is a specialized unit not suited for every battlefield role and not every infantry candidate is suited for battle
armor operation. The LCAF has returned to more careful infantry assignment and this has benefited their specialized infantry forces—to The Republic’s detriment should it
come in conflict with the Lyrans.
Combat engineers have a separate reporting structure from regular Lyran infantry, which makes them difficult to locate in the Lyran bureaucracy. However, the
Royal Engineers will integrate with regular infantry or any other unit. Armed with submachine guns and organized in platoons of just two seven-mans squads, they are not a
powerful fighting force. But ask a platoon if they are concerned about the Royal Engineers and most would scoff. Ask a general and they might even shiver at the thought of
the Royal Engineers. Capable of engineering fieldwork as well as demolitions, they are a great force multiplier.
Most Lyran troops go through paratrooper training, but those actually deployed to the Lyran Paratrooper Corps are experienced and talented. With recoilless rifles
backed up by Mauser and Gray rifles, the paratroopers attached to the Third Skye CMR are typical of the Corps. Arrayed similar to jump infantry in three-squad platoons, they
are more a strategic unit than a tactical one, able to deploy quickly via the Commonwealth’s large inventory of fixed-wing craft on a moment’s notice.
The Second Lyran Armored Infantry, attached to the Thirty-second Lyran Guards, is an example of very specialized infantry. With eight Firedrake Support rifles
supplemented by standard needlers, this unit can terrify opposing infantry. Of little use against hardened targets, they can cut through the infantry supporting them like a
fiery spray of knives through butter. They can also turn the Firedrakes against the terrain, igniting buildings or plant life.
Opponents of the Third Lyran Guards should hope they are on the defensive and away from cover. Many a ’Mech lance has been sent to secure an important site
and been sent running by “merely” a platoon of Heavy Urban Response infantry of the attached 608th Lyran MTR. Between their excellent skills, man-portable plasma rifles
and a determined attitude, it might take a company to dislodge them from a heavy building. Even on the offensive, they can be potent, taking down a light ’Mech in one
salvo.

49
Combat Engineer HALO Paratrooper
Notable Unit: Royal Engineers, 1st Lyran Royal Guards RCT Notable Unit: Lyran Paratrooper Corps
Tech Base (Rating): Inner Sphere (C/X-E-C) Tech Base (Rating): Inner Sphere (C/X-X-C)
Transport Weight: 5 tons Transport Weight: 4 tons
Equipment: Equipment:
Primary Weapon: 14 Gunther MP-20 SMGs Primary Weapon: 18 Mauser & Gray G-150 Rifles
Secondary Weapon: None Secondary Weapon: 3 Heavy Recoilless Rifles
Armor: Lyran Alliance Standard Infantry Kit (3060 Issue) Armor: Lyran Alliance Standard Infantry Kit (3060 Issue)
Battle Value: 44 Battle Value: 103
Notes: Trench/Fieldwork equipment. Notes: May use Atmospheric Drops rules.

Platoon Type (Specialty): Motorized (Combat Engineer: Trench/Fieldworks) Platoon Type (Specialty): Foot (Paratroopers)
Ground MP: 3 Ground MP: 1
Platoon Size (Squad/Platoon): 14 (7/2) Platoon Size (Squad/Platoon): 21 (7/3)
Armor Divisor: 2 Armor Divisor: 2
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
0 (0 Hexes) –1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
8 (14), 7 (13-12), 6 (11-10), 5 (9-8), 4 (7), 3 (6-5), 2 (4-3), 1 (2-1) 7 (21-20), 6 (19-17), 5 (16-14), 4 (13-11), 3 (10-8), 2 (7-5), 1 (4-2), 0 (1)

50
Anti-Infantry Unit Heavy Infantry
Notable Unit: Second Lyran Armored Infantry, Thirty-second Lyran Guards Notable Unit: Heavy Urban Response Platoon, 608th Lyran MTR, Third Lyran
Tech Base (Rating): Inner Sphere (D/X-X-C) Guards
Transport Weight: 6 tons Tech Base (Rating): Inner Sphere (E/X-X-D)
Equipment: Transport Weight: 6 tons
Primary Weapon: 20 Mauser & Gray Flechette Needler Rifles Equipment:
Secondary Weapon: 8 Firedrake Support Needler Primary Weapon: 20 Auto-Rifles
Armor: Lyran Alliance Standard Infantry Kit (3060 Issue) Secondary Weapon: 8 Man-Portable Plasma Rifles
Battle Value: 99 Armor: Lyran Alliance Standard Infantry Kit (3060 Issue)
Notes: May set fire to target hex (5+ Success Number). Divide Maximum Weapon Battle Value: 149
Damage by 3 (round down) for attacks against BattleMechs, ProtoMechs, Combat Notes: Flame-Based Weapon (may inflict damage and heat to heat-tracking
Vehicles, Support Vehicles with a BAR of 10, battle armor and Hardened Buildings. units).
Fire Damage.
Platoon Type (Specialty): Motorized (None)
Platoon Type (Specialty): Motorized (None) Ground MP: 2
Ground MP: 2 Platoon Size (Squad/Platoon): 28 (7/4)
Platoon Size (Squad/Platoon): 28 (7/4) Armor Divisor: 2
Armor Divisor: 2 To-Hit Modifier (Range in Hexes):
To-Hit Modifier (Range in Hexes): –1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes)
+1 (0 Hex) Maximum Weapon Damage (# of Troopers):
Maximum Weapon Damage (# of Troopers): 23 (28), 22 (27), 21 (26-25), 20 (24), 19 (23), 18 (22), 17 (21), 16 (20-19), 15
9 (28-27), 8 (26-24), 7 (23-21), 6 (20-17), 5 (17-15), 4 (14-11), 3 (10-8), 2 (7- (18), 14 (17), 13 (16), 12 (15), 11 (14-13), 10 (12), 9 (11), 8 (10), 7 (9-8), 6
5), 1 (4-2), 0 (1) (7), 5 (6), 4 (5), 3 (4), 2 (3-2), 1 (1)

51
52
MAGISTRY OF CANOPUS
OVERVIEW
In the Periphery, resources and equipment are hard to come by. Any area where this wasn’t true wouldn’t remain out of the grasp of someone more powerful for
long, so infantry is disproportionally more important in the Magistracy of Canopus than in the Inner Sphere.
With a greater number of people going into infantry service there is more manpower for specialization, an opportunity the Magistracy has not passed up. Tapping
into what resources they have—in geography, manufacturing, people and training—they have units that can take on the best of the best. Of course, they also have
desperate people doing anything they can to fight off predatory pirates and powerful invaders. But perhaps even more so than their Capellan allies, the groups that are
willing to break any rule and push themselves to the limit are the ones that The Republic should be most wary of.

SPECIAL INFANTRY
Specialized infantry forces are nothing new for the Magistracy. Unable to mass produce battle armor at the rate of Inner Sphere nations, there has been no great
embracing of battle armor units. Few platoons are relying on any great new technical breakthroughs. Rather, most infantry platoons remain a resource that the MAF has a
long history of carefully nurturing.
With the Manei Domini out of the picture, the Ebon Magistrate’s Shock Troops are perhaps the deadliest soldiers being fielded today. Deployed in seven-man
squads, these men and women can take on whole platoons. Three man-portable plasma guns backed by Ebony rifles provide a potent offense while dermal armor protects
them. Mixing fanatical devotion with upgraded eye implants gives them an edge that few can match. Most troopers won’t run into them on the standard battlefield, as they
are usually only deployed on covert missions.
On the battlefield, the RAF has often registered a unit of infantry as destroyed without killing all the members. Many are wounded and unable to be combat
effective, while some are too busy with the wounded or dead to be able to fight. With a history of great medical training behind them, the MAF can dispatch the Magistracy
Medical Corps to help the injured. While not a direct threat, a mere squad can treat injured soldiers and get them back into a fight sooner than transporting them back to a
field hospital. They can change the flow of a battle if properly utilized.
While modern militaries can dispatch BattleMechs to almost any location, infantry is often more restricted by terrain. Engaging the Magistracy Cavaliers high in the
mountains would be a case in point. Conventional infantry would be nearly useless due to the altitude, snow, and rough terrain, but the Cavalier “Mountain Men” Infantry
Guard is not so hindered. Even with just two-squad platoons they can not only press the fight where they aren’t expected, but they can demoralize as soldiers feel let down
by their own infantry. Their use of mortars is doubly dangerous when one realizes their familiarity with avalanches and rock slides. Drawn mostly from citizens of the rough
world of Thraxa, they often initiate new members by having them survive on Thraxa’s rough northern continent with just a knife, snowsuit and boots.
Finally, when it comes to pure firepower, the elite foot soldiers attached to Raventhir’s Iron Hand aren’t fancy, just ready to unleash a wall of lead. The only specialist
infantry listed here that deploys in full platoons, they use simple autorifles and portable machine guns to great effect. Consisting of the best troops from all of the MAF, this
group has protected each Magestrix. Even the Word of Blake could not fully break this unit, getting the Magestrix to agree to surrender before the Infantry Guard stepped
down.

53
Assault Commando Field Medic
Notable Unit: Ebon Magistrate Shock Troops Notable Unit: Magistracy Medical Corps
Tech Base (Rating): Inner Sphere (F/X-X-F) Tech Base (Rating): Inner Sphere (C/C-B-B)
Transport Weight: 1 ton Transport Weight: 1 ton
Equipment: Equipment:
Primary Weapon: 4 Ebony Assault Lasers Primary Weapon: 5 Federated Long Rifles
Secondary Weapon: 3 Man-Portable Plasma Guns Secondary Weapon: None
Armor: Magistracy of Canopus Standard Infantry Kit Armor: Magistracy of Canopus Standard Infantry Kit
Battle Value: 46 + Modifier of 1.75 (multiply Skill modified BV by 1.75) Battle Value: 19
Notes: Cybernetically enhanced infantry: Features Multi-Modal Cybernetic Eyes Notes: 2 Paramedics per squad. Paramedic equipment.
(IR/Laser Targeting; IR provides Active Probe capabilities at 2-hex range; Laser
provides –1 to-hit modifier), Full-Body Dermal Armor (+1 Damage Divisor; reduce Platoon Type (Specialty): Foot (Paramedics)
all Burst-Fire damage sustained by 1D6 – to minimum of 1 point; +1 Support Ground MP: 1
Weapon maximum per Squad; –1 crew needs per Support Weapon, to minimum Platoon Size (Squad/Platoon): 7 (7/1)
of 1). Flame-Based Weapon (may inflict damage and heat to heat-tracking units). Armor Divisor: 1
To-Hit Modifier (Range in Hexes):
Platoon Type (Specialty): Foot (None) –2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes)
Ground MP: 1 Maximum Weapon Damage (# of Troopers):
Platoon Size (Squad/Platoon): 7 (7/1) 2 (7-6), 1 (5-4), 0 (3-1)
Armor Divisor: 2
To-Hit Modifier (Range in Hexes):
–3 (0 Hexes),–1 (1-2 Hexes), +1 (3-4 Hexes), +3 (5-6 Hexes)
Maximum Weapon Damage (# of Troopers):
6 (7), 5 (6), 4 (5), 3 (4-3), 2 (2), 1 (1)

54
Heavy Mountain Infantry Foot Infantry
Notable Unit: Cavalier “Mountain Men” Infantry Guard, Magistracy Cavaliers Notable Unit: Raventhir’s Infantry Guard, Raventhir’s Iron Hand
Tech Base (Rating): Inner Sphere (C/X-X-B) Tech Base (Rating): Inner Sphere (C/B-B-B)
Transport Weight: 1 ton Transport Weight: 2 tons
Equipment: Equipment:
Primary Weapon: 12 Imperator AX-22 Assault Rifles Primary Weapon: 24 Auto-Rifles
Secondary Weapon: 2 Heavy Mortars Secondary Weapon: 4 Portable Machine Guns
Armor: Snowsuit Armor: Magistracy of Canopus Standard Infantry Kit
Battle Value: 36 Battle Value: 82
Notes: Mountain climbing equipment. Unit can traverse 3 levels per hex. Unit is Notes: None.
immune to the effects of Thin Atmosphere. Cannot make Anti-’Mech or Swarm
Attacks. Platoon Type (Specialty): Foot
Ground MP: 1
Platoon Type (Specialty): Foot (Mountain Troops) Platoon Size (Squad/Platoon): 28 (7/4)
Ground MP: 1 Armor Divisor: 1
Platoon Size (Squad/Platoon): 14 (7/2) To-Hit Modifier (Range in Hexes):
Armor Divisor: 1 –1 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes)
To-Hit Modifier (Range in Hexes): Maximum Weapon Damage (# of Troopers):
–1 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes) 15 (28), 14 (27-26), 13 (25-24), 12 (23-22), 11 (21-20), 10 (19-18), 9 (17), 8
Maximum Weapon Damage (# of Troopers): (16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)
7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1)

55
56
MERCENARY INFANTRY
OVERVIEW
Tied for man’s oldest profession, mercenaries have existed from the edges to the very center of every conflict man has taken part in for the last ten thousand years.
Their often fringe existence means they have never forgotten the core reality that boots on the ground is a requirement of any military campaign. Often fighting in warzones
dominated by armored titans, heavy armor, and firepower that can level entire mountains, mercenary infantry forces have had to innovate and adapt unlike anyone else on
the modern battlefield.
It is these innovations and adaptations that make examining them valuable. While our conventional infantry forces are becoming well established, the majority of
these are built on garrison-grade forces. As we build out our more specialized infantry forces, looking to ground that mercenaries have tread can serve as a roadmap for our
future infantry programs.

KEY INFANTRY
Kraken Unleashed is a highly specialized regiment with expertise in aquatic and amphibious warfare. Stationed on the Capellan world of Principia, Kraken took
advantage of the active shipwright industry to develop a new component to their infantry forces. The Harpoon parasub is a five-man, unpressurized submersible equipped
with a small torpedo launcher and allowing the occupants to fire their gyroslug rifles from the safety of the armored submersible. Able to maintain sustained speeds over
thirty kilometers an hour, the Kraken’s Harpoon platoons have extended the reach and power of their underwater combat forces. Unlike the Kraken’s combat subs, the small
parasubs can be quickly loaded into a transport and deployed anywhere on planet in a matter of hours, bringing firepower that can threaten even a concerted underwater
BattleMech assault.
The Battle Corps Legion mercenary unit has a reputation for unconventional tactics that has allowed it to survive (if barely) time and again. Named in homage to the
fictional detective Sherlock Holmes’ information network, the Battle Corps’ Baker Street Irregulars are a highly unconventional infantry force. Made up of young battlefield
refugees from across the Jihad, the Irregulars have basic combat training but are not intended to be deployed in battle. Either being or able to pass for teenagers (or even
younger) the Irregulars specialize in infiltration of urban environments for the purpose of collecting vital information. Operating on the principle that few people pay
attention to children, the Irregulars successfully performed several vital intelligence operations during Operation SCOUR.
A quintessential infantry formation, Stalwart Support did not set out to be a leader in front line tactics, instead building a solid reputation for reliable garrison and security
duty. The fall into the chaos of the Jihad forced Stalwart to take a stand and pushed its developing frontline combat doctrines from practice to use and beyond. Data
recovered from New Canton shows that the Word of Blake’s proclamation of total control of the planet in August of 3071 was somewhat premature. In reality, it took another
two years before the Word was able to hunt down and destroy the last remnants of Colonel Sanders’ unit. One tactic that led to their long-running resistance was their
combined LRM/Spotter teams. Heavy infantry with man-portable LRMs would hide in cover while more mobile scout infantry would spot with man-portable TAG units. These
few teams caused damage far outweighing their small size and made a lasting impression on the populace of New Canton.

57
Submersible Mechanized Infantry Scout Infantry
Notable Unit: Kraken Unleashed- The Mermen Notable Unit: The Battle Corps – Baker Street Irregulars
Tech Base (Rating): Inner Sphere (D/D-D-D) Tech Base (Rating): Inner Sphere (C/A-A-A)
Transport Weight: 20 tons Transport Weight: 3 tons
Equipment: Equipment:
Primary Weapon: 12 Gyroslug Rifles Primary Weapon: 28 Auto-Pistols
Secondary Weapon: 8 Standard SRM Launchers Secondary Weapon: None
(Two-Shot) Armor: Civilian Clothing
Armor: Marine Environment Suit Battle Value: 47
Battle Value: 90 Notes: Carries various surveillance and communications aids.
Notes: Range halved underwater
Platoon Type (Specialty): Foot (None)
Platoon Type (Specialty): Mechanized (SCUBA) Ground MP: 1
Ground MP: 0 Platoon Size (Squad/Platoon): 28 (7/4)
Water MP: 3 Damage Divisor: 1
Platoon Size (Squad/Platoon): 20 (5/4) To-Hit Modifier (Range in Hexes):
Damage Divisor: 2 0 (0 Hexes)
To-Hit Modifier (Range in Hexes): Maximum Weapon Damage (# of Troopers):
-1 (0 Hexes), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes) 6 (28-26), 5 (25-21), 4 (20-17), 3 (16-12), 2 (11-7),
Maximum Weapon Damage (# of Troopers): 1 (6-3), 0 (2-1)
9 (20-19), 8 (18-17), 7 (16-15), 6 (14-12), 5 (12-10),
4 (9-8), 3 (7-6), 2 (5-4), 1 (3-2), 0 (1)

58
Heavy Foot LRM Infantry TAG Spotter Infantry
Notable Unit: Stalwart Support - Heavy LRM Infantry Notable Unit: Stalwart Support - Spotter Infantry
Tech Base (Rating): Inner Sphere (D/X-X-D) Tech Base (Rating): Inner Sphere (E/F-X-F)
Transport Weight: 3 tons Transport Weight: 3 tons
Equipment: Equipment:
Primary Weapon: 20 Federated-Barrett M42B Rifles Primary Weapon: 20 Mark XX Laser Rifles
Secondary Weapon: 8 Corean Farshot LRMs Secondary Weapon: 8 Infantry TAG Systems
Armor: Standard Ballistic Plate Armor: Flak, Standard
Battle Value: 114 Battle Value: 66
Notes: May not perform swarm or anti-’Mech attacks. Notes: Equipped with TAG. May make TAG attempt as per normal rules.

Platoon Type (Specialty): Foot (None) Platoon Type (Specialty): Foot (None)
Ground MP: 1 (Move or Shoot) Ground MP: 1
Platoon Size (Squad/Platoon): 28 (7/4) Platoon Size (Squad/Platoon): 28 (7/4)
Damage Divisor: 2 Damage Divisor: 1
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
-1 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes) -1 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
24 (28), 23 (27), 22 (26), 21 (25-24), 20 (23), 19 (22), 5 (28-26), 4 (25-20), 3 (19-14), 2 (13-9), 1 (8-3), 0 (2-1)
18 (21), 17 (20), 16 (19), 15 (18-17), 14 (16), 13 (15),
12 (14), 11 (13) 10 (12), 9 (11-10), 8 (9), 7 (8), 6 (7),
5 (6), 4 (5), 3 (4-3), 2 (2), 1 (1)

59
60
RAF INFANTRY
OVERVIEW
No other part of the Republic Armed Forces is as diverse in background, training, and equipment as our infantry units. Even as we approach ten years after the
liberation of Terra, the “PBI” formations of the RAF – from planetary militia up to even the elites of Stone’s Lament – continue to vary wildly. In March of 3085, Commanding
General Belle Lee ordered the Department of Military Training (with support from the Quartermaster’s office) to conduct a review of all active infantry formations, with an eye
to their standardization at all levels.
The review provided a valuable insight into the state of the Republic’s infantry forces. On Shiloh, the planetary militia – primarily made up of Combine foot soldiers
from Echo – was discovered to have a surplus of laser power packs, but nearly no ammunition for their newly-issued Zeus rifles. The II Hastati brigade had three dozen Irian
electric Ranger recon jeeps but lacked portable generators to recharge the vehicles in the field. These rare failures in supply and communication were offset by many units
that either had used ingenuity and local resources or had brought with them the skills and equipment needed to fulfill their original short term garrison missions.

KEY INFANTRY
The traditions and prestige of the Federated Suns infantry stretch back to the nation’s very formation. Until the civil war, a soldier on leave could walk into any bar
and expect at least the first round to be free, if not his entire night’s drinking. The nation revered her soldiers and the soldiers in return gave their all for that nation. The
soldiers of V Hastati, 513th Infantry Regiment still remember those days and brought that esprit de corps with them from New Avalon. Formed around a battalion of the
375th Avalon Rifle Regiment, the 513th is a model of a standard infantry force. The entire regiment can pack and move out in three hours’ time, carrying all the equipment
they would need for a three week campaign on their backs. Capable of using all manner of weapons, they excel in the simple application of their rifles to any problem,
whether en masse fire or as sharpshooters. The professionalism and the dedication to civilians of the 513th is considered the standard to follow for infantry training.
With soldiers from a half dozen former Marik worlds and even two Capellan planets, jump packs from five different manufacturers, and laser rifles ranging from all
inclusive to century old battery pack models it is a wonder the III Principes’ jump infantry battalion can field an effective force, much less regularly beat all comers in recent
war games. Ingenuity, individualism, and a willingness to “make it work” has allowed these troopers to stay in the field and operational even when the Quartermaster
completely forgot to ship replacement parts for over a year. The ability to make do and do it well makes the III Principes’ jump battalion a model of self-reliance.
Galatea’s dune buggies and cross-country bikes have long seen field modifications and use by mercenary forces. The Combine-born motorized infantry regiment
assigned to the world quickly adopted these highly flexible vehicles, driving new standardized models from the local manufacturers. The Galatean Support Wheels (GSW) are
considered the best example to use for RAF motorized forces across the Republic.
With no lack of expatriated special forces troops, it is nearly impossible to standardize the RAF SpecOps command. When it comes to raw firepower, combined with stunning
skill and absolute dedication, few can argue that the former 212th Nova Cat Headhunter binary is a team to learn from. Now deployed as a standard RAF formation, Stone’s
Trackers is a battalion-sized force that has seen heavy action during the Capellan border conflicts.

61
Foot Ballistic Rifle Jump Laser Infantry
Notable Unit: Hastati V, 513th Infantry Regiment Notable Unit: Principes III 103rd Jump Battalion
Tech Base (Rating): Inner Sphere (C/A-A-A) Tech Base (Rating): Inner Sphere (D/C-B-B)
Transport Weight: 3 tons Transport Weight: 4 tons
Equipment: Equipment:
Primary Weapon: 28 Auto Rifles Primary Weapon: 21 Laser Rifles
Secondary Weapon: None Secondary Weapon: None
Armor: Flak, Standard Armor: Flak, Standard
Battle Value: 81 Battle Value: 66
Notes: None Notes: None

Platoon Type (Specialty): Foot (None) Platoon Type (Specialty): Jump (None)
Ground MP: 1 Ground MP: 1
Platoon Size (Squad/Platoon): 28 (7/4) Jump MP: 3
Damage Divisor: 1 Platoon Size (Squad/Platoon): 21 (7/3)
To-Hit Modifier (Range in Hexes): Damage Divisor: 1
-2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): -2 (0 Hexes), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 Hexes)
15 (28), 14 (27-26), 13 (25), 12 (24-23), 11 (22-21), 10 (20-19), 9 (18-17), 8 Maximum Weapon Damage (# of Troopers):
(16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1) 6 (21-20), 5 (19-17), 4 (16-13), 3 (12-9), 2 (8-6), 1 (5-2), 0 (1-0)

62
Motorized MG Special Forces
Notable Unit: Galatean Support Wheels Notable Unit: Stone’s Trackers
Tech Base (Rating): Inner Sphere (C/B-B-B) Tech Base (Rating): Mixed (F/X-F-E)
Transport Weight: 6 tons Transport Weight: 4 tons
Equipment: Equipment:
Primary Weapon: 20 Auto Rifles Primary Weapon: 15 Mauser IIC Infantry Assault Systems
Secondary Weapon: 8 Semi-Portable Machine Guns Secondary Weapon: 6 Clan ER Heavy Support Lasers
Armor: Flak, Standard Armor: Clan Standard Infantry Kit
Battle Value: 94 Battle Value: 227
Notes: Heavy Burst Damage, +1d6 vs. Conventional Infantry Notes: None

Platoon Type (Specialty): Motorized (None) Platoon Type (Specialty): Jump (None)
Ground MP: 2 Ground MP: 1
Platoon Size (Squad/Platoon): 28 (7/4) Jump MP: 2
Damage Divisor: 1 Platoon Size (Squad/Platoon): 21 (7/3)
To-Hit Modifier (Range in Hexes): Damage Divisor: 2
-2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): 0 (0-7 Hexes), +1 (8-10 Hexes), +2 (11-14 Hexes),
16 (28), 15 (27-26), 14 (25), 13 (24-23), 12 (22-21), 11 (20-19), 10 (18-17), 9 +4 (15-17 Hexes), +6 (18-21 Hexes)
(16), 8 (15-14), 7 (13-12), 6 (11-10), 5 (9), 4 (8-7), 3 (6-5), 2 (4-3), 1 (2-1) Maximum Weapon Damage (# of Troopers):
21 (21), 20 (20), 19 (19), 18 (18), 17 (17), 16 (16), 15 (15), 14 (14), 13 (13),
12 (12), 11 (11), 10 (10), 9 (9), 8 (8), 7 (7), 6 (6), 5 (5), 4 (4), 3 (3), 2 (2), 1 (1)

63
64
TAURIAN CONCORDAT
OVERVIEW
The Taurian Concordat is one of the more militaristic Periphery realms, and the Taurian Defense Force has always been a respected, if sometimes underwhelming,
military. The role of infantry cannot be understated in Taurian defensive plans. Even during the Reunification War, with the entire might of the Star League Defense Force
arrayed against them, Taurian citizens fought en masse against the invaders, sometimes with nothing more than farm implements. Such a tradition does not easily vanish,
and the staggering losses sustained by the Concordat before and during the Jihad have led to a surge of specialist infantry teams.
While battle armor has been spreading in the Concordat proper and the breakaway Calderon Protectorate, the unarmored infantryman remains a staple of Taurian
doctrine. The Concordat Constabulary, the paramilitary force directly responsible for reinforcing Concordat defenses, has refused to adapt many squads and platoons to
specialist roles, but the noble family regiments and planetary militias have taken every scrap of technology the TDF offers them and used them to augment their defenses.
The famous Taurian paranoia was reawakened with the attack on Taurus during the Jihad, and no one in the Concordat nowadays bats an eye at more defense spending.

SPECIAL INFANTRY
The core of Taurian defensive strategy is the Citizens’ Militia, units of reserve formations on every world. The most basic of defenses, these battalions are normally
armed with little more than personal rifles and throwaway missile launchers, but given national service requirements, many a Taurian adult is a qualified rifleman. Though
last in line for use, behind the front-line TDF, the noble family regiments and the Concordat Constabulary, the militia units’ customary Zeus heavy rifles are no less deadly to
the Concordat’s enemies.
Though they constitute the worst-kept secret in the Concordat, the Special Asteroid Support Force has some of the most highly trained, though not combat
experienced, troopers in the TDF. Extensively trained in low-G and vacuum operations, they man the many weapons emplacements seeded in the asteroid fields that ring
Taurus. At the core of these defenses are missile and laser emplacements, a poor man’s space defense system, but each SAF trooper is a trained infantryman as well. Armed
with laser weaponry, they are perfectly able to defend the asteroid emplacements from ground attack—a likely tactic of any invader, given how deeply some installations are
dug into the asteroids.
The Trinity Alliance with the Magistracy of Canopus and the Capellan Confederation in the 3060s led to many innovations in the TDF prior to the Concordat’s
withdrawal from that alliance. One of those bonuses was gaining experience with the Confederation’s expert mine-handlers. The infantry auxiliaries of the Red Chasseurs put
this knowledge to good use, training several companies of mine-sweeping troops that have become adept at locating and defusing minefields in the path of the Chasseurs’
advance. In a recent action on the FedSuns border, the Support Force located a minefield before a company of tanks blundered into it—which resulted in commendations
for the minesweepers.
The defection of the Calderon Protectorate, the annihilation of Samantha near the end of the Jihad, and the losses sustained in Capellan space have all made every
Taurian strategist more tight-fisted with the Concordat’s scant military resources. To that end, units of the First Taurian Lancers have been seen training with field gun
batteries along with all their motorized companies, usually light autocannon batteries. With specialized ammunition copied from the Federated Suns, these units can be
deadly when striking from ambush.

65
SRM Foot Infantry XTC Marine
Notable Unit: Taurian Citizens’ Militia Notable Unit: Special Asteroid Support Forces
Tech Base (Rating): Inner Sphere (C/C-B-B) Tech Base (Rating): Inner Sphere (D/D-E-D)
Transport Weight: 3 tons Transport Weight: 3 tons
Equipment: Equipment:
Primary Weapon: 27 Zeus Heavy Rifles Primary Weapon: 27 Marx XX Laser Rifles
Secondary Weapon: 3 Light SRM Launchers Secondary Weapon: 3 Vibro-Blades
Armor: Clothing, Fatigues/Civilian/Non-Armored Armor: Environment Suit, Marine
Battle Value: 47 Battle Value: 177
Notes: None. Notes: Xenoplanetary (Vacuum) Condition-Trained.

Platoon Type (Specialty): Foot (None) Platoon Type (Specialty): Foot, XCT (Marine)
Ground MP: 1 Ground MP: 1
Platoon Size (Squad/Platoon): 30 (10/3) Platoon Size (Squad/Platoon): 30 (10/3)
Armor Divisor: 1 Armor Divisor: 2
To-Hit Modifier (Range in Hexes): To-Hit Modifier (Range in Hexes):
–2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes) –2 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes)
Maximum Weapon Damage (# of Troopers): Maximum Weapon Damage (# of Troopers):
8 (30-28), 7 (27-25), 6 (24-21), 5 (20-17), 4 (16-13), 3 (12-10), 2 (9-6), 1 (5- 8 (30-28), 7 (27-25), 6 (24-21), 5 (20-17), 4 (16-13), 3 (12-10), 2 (9-6), 1 (5-
2), 0 (1) 2), 0 (1)

66
Minesweeper Infantry Field Gun Infantry
Notable Unit: Minesweepers, Thirty-fifth Cluster Support Force, Red Chasseurs Notable Unit: Motorized Batteries, Seventy-fifth Light Guard, First Taurian
Tech Base (Rating): Inner Sphere (C/B-B-B) Lancers
Transport Weight: 6 tons Tech Base (Rating): Inner Sphere (C/B-B-B)
Equipment: Transport Weight: 37 tons
Primary Weapon: 20 Auto-Rifles Equipment:
Secondary Weapon: None Primary Weapon: 24 Auto-Rifles
Armor: Taurian Concordat/Calderon Standard Infantry Kit Secondary Weapon: 6 Support Particle Projection Cannons
Battle Value: 72 Armor: Taurian Concordat/Calderon Standard Infantry Kit
Notes: Minesweeper equipment. Battle Value: 522
Notes: 6 Light Autocannon-5 pieces with 20 rounds of ammunition each. Each
Platoon Type (Specialty): Motorized (Combat Engineers: Minesweeping) LAC/5 requires 5 men to operate. Cannot make Anti-’Mech or Swarm Attacks.
Ground MP: 1
Platoon Size (Squad/Platoon): 20 (10/2) Platoon Type (Specialty): Motorized, Field Artillery (None)
Armor Divisor: 1 Ground MP: 2
To-Hit Modifier (Range in Hexes): Platoon Size (Squad/Platoon): 30 (10/3)
–2 (0 Hexes), 0 (1 Hex), +2 (2 Hexes), +4 (3 Hexes) Armor Divisor: 1
Maximum Weapon Damage (# of Troopers): To-Hit Modifier (Range in Hexes):
10 (20-19), 9 (18-17), 8 (16-15), 7 (14-13), 6 (12-11), 5 (10-9), 4 (8-7), 3 (6- –1 (0 Hexes), 0 (1-3 Hexes), +2 (4-6 Hexes), +4 (7-9 Hexes)
5), 2 (4-3), 1 (2-1) Maximum Weapon Damage (# of Troopers):
22 (30), 21 (29), 20 (28-27), 19 (26), 18 (25-24), 17 (23), 16 (22), 15 (21-20),
14 (19), 13 (18), 12 (17-16), 11 (15), 10 (14), 9 (13-12), 8 (11), 7 (10-9), 6 (8),
5 (7), 4 (6-5), 3 (4), 2 (3), 1 (2-1)

67
68
WORD OF BLAKE
OVERVIEW
Descended from the same combined-arms philosophies that spawned the Com Guards, the Word of Blake Militia placed a solid emphasis on infantry assets as a key
element in their order of battle. Sparing no expense, the Word’s infantry forces were arguably among the best equipped of the Inner Sphere powers during the Jihad, even
though the vast majority of these troops were employed as defensive troops and in urban pacification duties.
Although the elite Manei Domini grabbed headlines throughout the Jihad, most of the infantry the Word of Blake fielded beyond the confines of their Protectorate
were those of the regular military, the Word of Blake Militia. By the time the various states of the Inner Sphere were on the offensive, however, most of the Blakist infantry had
been folded into or backed up by the troops of the Blake Protectorate. Most of these troops were either veterans of the Com Guards’ epic battle against the Clans on
Tukayyid, recruits from the Free Worlds League and other pro-Blake states, or volunteers taken from the worlds of the Protectorate. While many were fanatical, fighting to the
death as Coalition forces converged on Terra, many of these regular troops tended to surrender as their Protectorate crumbled and the Word’s hierarchy collapsed.

SPECIAL INFANTRY
At all three levels of their organization—Protectorate Militia, Word of Blake Militia, and Manei Domini—the Word employed specialized troops tailored to select
missions. These special missions tended to vary not merely by local conditions and needs, but also with the level of experience, fanaticism, and authority each tier operated
with. For example, the elite and deadly Domini rarely assigned its troops to police duties or post-battle mop up, often leaving that to the Protectorate Militia and the regular
WoBM, respectively.
The Word of Blake NBC (Nuclear, Biological, Chemical) Special Weapons Teams, for instance, were the standard force for handling a combat zone after an initial
nuclear or chemical strike occurred. Trained and equipped for operations in toxic environments, these mechanized troops often appeared during a standard Word of Blake
raid, or immediately in its aftermath, scouring the field for survivors and taking prisoners as needed—or eliminating those enemies too foolish to realize that they were
already dead.
Meanwhile, in the Blake Protectorate (where, contrary to the propaganda, not every government was a willing accomplice to the Word’s agenda) the order of the
day was often riot control. To minimize the visibility of collateral damage and avoid playing into the hands of their detractors, many of these Protectorate Militia “pacification
units” carried an assortment of non-lethal weapons intended to subdue rather than kill. Their tendency to operate in eighteen-man “sub-platoons” also enabled them to flank
difficult mobs so they could engage them more effectively, or sweep buildings and other structures for hidden insurgents.
At the opposite end of the scale, of course, were the Manei Domini’s fearsome shock troops, the infamous “Tau Zombies” (although the use of the Tau designator is
more an indication of rank that was not always the case with these squads). Rarely deployed in formations larger than the squad level, the “Zombies” featured the most
effective collection of cybernetics available for infantry use: myomers augmenting strength and armor, prosthetics with built-in weapons, enhanced cybernetic sensors, and
pain shunts to block out the worst injuries. These troops never surrendered and never fled, often butchering entire platoons or gutting enemy vehicles despite horrific
injuries.
Equally effective in their own niche were the so-called “Tau Wraiths”. The reconnaissance equivalent of Zombie shock troops, the Wraiths boasted superior stealth
equipment and communications systems that allowed them to link into friendly C3 networks, achieving a tactical advantage few conventional forces could match. Though
they could be deadly in combat, these troops often operated in the shadows, coordinating the fight and providing key telemetry for heavier support forces.

69
Mechanized Assault XTC Riot Police
Notable Unit: Word of Blake Militia NBC Special Weapons Team Notable Unit: Word of Blake Protectorate Militia Pacification Unit
Tech Base (Rating): Inner Sphere (E/X-X-E) Tech Base (Rating): Inner Sphere (F/X-F-D)
Transport Weight: 24 tons Transport Weight: 8 tons (4 tons)
Equipment: Equipment:
Primary Weapon: 20 Mauser 1200 LSS Primary Weapon: 30 Tranq Guns
Secondary Weapon: 4 Man-Portable Plasma Rifles Secondary Weapon: 6 Stunsticks
Armor: Environment Suit, Marine Armor: Word of Blake Standard Infantry Kit
Battle Value: 142 Battle Value: 90
Notes: Xenoplanetary (All Environments) Condition-Trained. Notes: Breaks up into two 18-trooper platoons in play. Can only damage
conventional infantry units.
Platoon Type (Specialty): Mechanized/Wheeled, XCT (None)
Ground MP: 4 Platoon Type (Specialty): Motorized (None)
Platoon Size (Squad/Platoon): 24 (6/4) Ground MP: 3
Armor Divisor: 2 Platoon Size (Squad/Platoon): 36 (6/6)
To-Hit Modifier (Range in Hexes): Armor Divisor: 2
–1 (0 Hex), 0 (1-2 Hexes), +2 (3-4 Hexes), +4 (5-6 hexes) To-Hit Modifier (Range in Hexes):
Maximum Weapon Damage (# of Troopers): 0 (0 Hexes)
19 (24), 18 (23), 17 (22-21), 16 (20), 15 (19), 14 (18), 13 (17-16), 12 (15), 11 Maximum Weapon Damage (# of Troopers):
(14), 10 (13), 9 (12-11), 8 (10), 7 (9), 6 (8-7), 5 (6), 4 (5), 3 (4), 2 (3-2), 1 (1) 2 (18-14), 1 (13-5), 0 (4-1)

70
Tau Zombie Tau Wraith
Notable Unit: Manei Domini “Tau Zombie” Attack Squad Notable Unit: Manei Domini “Tau Wraith” Recon Squad
Tech Base (Rating): Inner Sphere (F/X-X-F) Tech Base (Rating): Inner Sphere (F/X-X-F)
Transport Weight: 1 ton Transport Weight: 1 ton
Equipment: Equipment:
Primary Weapon: 2 Mauser 1200 LSS Primary Weapon: 6 Mauser 1200 LSS
Secondary Weapon: 4 Heavy Support Laser Secondary Weapon: None
Armor: Word of Blake Standard Infantry Kit Armor: Sneak Suit (Camo/ECM/IR)
Battle Value: 93 + MD Modifier of 1.75 (multiply Skill modified BV by 1.75) Battle Value: 35 + MD Modifier of 1.75 (multiply Skill modified BV by 1.75) + C3i
Notes: Cybernetically enhanced infantry: Features Pain Shunt (reduces damage Modifier
from fire and fire-based attacks by half, round down), Improved Notes: Cybernetically enhanced infantry: Features Cosmetic Enhancements
Enhanced Prosthetic Arms with TK Enforcer and Magnet accessories (TK Enforcers (No effect in combat), Pheromone Effuser (No effect in combat), Toxin Effuser
add +0.20 damage per trooper at range 0; Magnets provide –2 TN modifier for (+0.27 damage per trooper vs other conventional infantry at Range 0, Negated by
Anti-’Mech Swarm and Leg Attacks), Multi-Modal Cybernetic Eyes (IR/Laser Enviro suits), Multi-Modal Cybernetic Eyes (IR/Laser Targeting; IR provides
Targeting; IR provides Active Probe capabilities at 2-hex range; Laser provides –1 Active Probe capabilities at 2-hex range; Laser provides –1 to-hit modifier),
to-hit modifier), Full-Body Dermal Armor and Triple- Strength Myomer Implants Boosted Communicator Implants (Provides +1 non-cumulative Initiative modifier
(Combination provides +1 Damage Divisor; unit does not suffer double damage for friendly force; Allows unit to act as part of C3i network). Paratroop equipment
effects when attacked in open terrain; reduce all Burst-Fire damage sustained by allows unit to employ Atmospheric Drop rules. Sneak Suits apply Mimetic
1D6—to a minimum of 1 point; +0.14 Damage per trooper vs other conventional to-hit modifiers (applied to attacker based on number of hexes the unit moves:
infantry at Range 0; +2 Support Weapon maximum per Squad; –2 crew needs per +3 to-hit when stationary; +2 to-hit when moved 1 hex; +1 to-hit when moved
Support Weapon, to minimum of 1; MP not reduced by support weapons, 2 hexes; +0 to-hit when moved 3+ hexes) and additional range modifiers to
support weapons are not Encumbering). Also features Suicide Implants (delivers non-infantry attackers (+1 to-hit at short and medium range; +2 to-hit at long
0.4 damage to all hostile units in the same hex per trooper killed by combat range). Unit cannot be spotted by Light and Standard Active Probes.
damage).
Platoon Type (Specialty): Foot, Cybernetically Enhanced (Paratrooper)
Platoon Type (Specialty): Foot, Ground MP: 1
Cybernetically Enhanced (None) Platoon Size (Squad/Platoon): 6 (6/1)
Ground MP: 1 Armor Divisor: 1
Platoon Size (Squad/Platoon): 6 (6/1) To-Hit Modifier (Range in Hexes):
Armor Divisor: 3 –3 (0 Hex), –1 (1-2 Hexes),
To-Hit Modifier (Range in Hexes): +1 (3-4 Hexes), +3 (5-6 hexes)
–2 (0 Hexes), –1 (1-5 Hexes), +0 (6-7 Hexes), Maximum Weapon Damage (# of Troopers):
+1 (8-10 Hexes), +2 (11-12 Hexes), +3 (13-15 Hexes) 4 (6), 3 (5-4), 2 (3), 1 (2-1) 6 (6), 5 (5),
Maximum Weapon Damage (# of Troopers): 4 (4), 3 (3), 2 (2), 1 (1) at Range 0 vs
7 (6), 6 (5), 5 (4), 3 (3), 2 (2), 1 (1) 8 (6), 7 (5), Conventional Infantry only
6 (4), 4 (3), 2 (2), 1 (1) at Range 0
9 (6), 8 (5), 6 (4), 5 (3), 3 (2), 2 (1) at
Range 0 vs Conventional Infantry only

71
72
73
74
75
AERIE PA(L)
Mass: 400 kg but the lightweight design does not hamper and two more naval Stars suffered tremendous
Manufacturer: CSR Battle Armor Facility Alpha freedom of movement. As such, it is ideal for close- damage. Cut off from the Clan homeworlds and
Primary Factory: Ramora quarters fighting aboard spacecraft (as when piling into an overstretched Alliance, the Clan
Cost: making or defending against boarding operations). suddenly found themselves in dire need of repair
Battle Value 2.0: 5* (Standard) The Aerie has no integral weapons, but its and salvage facilities. After years of political stalling
5* (Salvage) armored gloves allow the user to wield standard and multiple acts of sabotage, the Clan will finally
BattleForce: weapons like a regular infantryman. Raven see some dedicated facilities orbiting Ramora (by
Optional Rules: armored infantry equipped with the Aerie generally 3077) and Quatre Belle (reportedly by 3081). Until
wield laser systems, avoiding the recoil that might then, however, the Clan’s naval might is more a
otherwise plague null-g operations, but troopers paper tiger, as most of the Clan’s vessels have been
OVERVIEW also employ ballistic and missile weapons when temporarily transformed into orbiting barracks,
Although Clan Snow Raven has necessary. transports, or mobile salvage units. Despite
developed numerous zero-g and space variants of Initially, Aeries were deployed with the recovering one of the three destroyed “Galedon
battle armor suits since first employing them in the Raven’s Alpha Galaxy. Reports that the suit was in Plague ships,” the Clan refuses to press the
Golden Century, none of these designs had been service with the Alliance proved false at the time, battered Storm Crow into service as a mobile fleet
built expressly for space-borne operations, either but as of 3075 nearly all dedicated Alliance military repair base until the scientists have scrubbed every
in free-flight or aboard larger vessels. In the 3060s, vessels have their marines outfitted with the Aerie. rivet and wire of possible plague virus.
as the Clan began to expand out of its homeworld The move is more precautionary in nature since A typical Raven Salvage Binary consists of
holdings and into the Deep Periphery, the Ravens the Alliance has seen very little pirate activity, and a large-bay DropShip such as a Mule (or in at least
gained access to new resources and areas of any Word of Blake attacks have been through two instances, Behemoths), several small craft to
expertise from leading scientists in the Outworlds suicide moves and not traditional boarding serve as makeshift tugs and transports, two Points
Alliance, which progressed to the development of actions. of aerospace fighters for Combat Air Patrol, and at
wholly new battle suits. The most common use of the Aerie now least a Star of Aeries—usually a mix of standard and
Although Raven scientists have pursued by the Ravens is as a high-grade salvage suit. By salvage variants. Intel reports count at least twenty
numerous avenues of investigation, only the removing the extended life support adaptation of these Salvage Binaries in service to the Clan and
lightweight Aerie has entered widespread use. Built and installing a dedicated salvage arm in the right at least two unverified reports indicate the Alliance
with Clan technology and drawing on marine forearm, the Aerie becomes a powerful tool for is forming their own salvage teams—though their
combat experience by both Snow Raven troops Raven technicians to utilize in repair operations. purpose has yet to be determined.
and their Alliance counterparts, the suit masses Originally a quick-fix modification after the initial
just under 400 kg and is extremely swift and agile, loss of the Swift Wing Naval Assault Star, Chief
Technician Rourke managed to convince the Clan NOTABLE TROOPERS
as comfortable in free-flight between orbiting
vessels as it is on the ground. Its 35 kilograms of Council to allocate resources to produce several Star Captain Jonas: Overlooked
advanced armor composites provide some new Aeries of this variant. The fact that the Ravens for a Bloodname due to his age, Raven Star Captain
protection against the hazards of space and small- did so during a period when resources were Jonas is the current leader of the salvage team
arms fire, though this protection is minimal extremely tight shows how persuasive Rourke was. responsible for not only locating the Storm Crow in
compared to that available on more combat- The Chief Technician proved to be an unnamed system in Combine space but also
dedicated battle suits. The suit’s exoskeleton prescient as well. Shortly after the new upgrades cleaning and repairing it. After working closely
boosts the wearer’s strength, enhancing their load- started, the Lum yards were destroyed, the Ravens with the scientist and technician castes for nearly a
shifting abilities and melee combat capabilities, lost several resource facilities in the homeworlds, year on developing proper biohazard and salvage

76
procedures, Jonas is confident his Binary and Type: Aerie PA(L)
attendant crew will be able to get the critically Technology Base: Clan
damaged WarShip functional. The reclamation of Equipment Rating:
the Sovetskii-Soyuz has taken on incredible Chassis Type: Humanoid
importance to the battered Snow Ravens as a Weight Class: PA(L)/Exoskeleton
symbol of the Clan’s inner strength and desire to Maximum Weight: 400 kg
survive. Jonas has taken this passion to rebuild the Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Storm Crow to new heights, rivaling the dedication Notes: Aeries include stealth abilities that increase the to-hit modifier against Aerie units by +1 at short and
most Ghost Bears put into their Great Work. medium range, and +2 at long. Beagle Active Probes and their Clan equivalents cannot locate hidden Aerie units.
Jonas requires all of his Aerie troopers to carry at Aeries lack integral weapons but may use standard infantry weapons.
least one combat weapon at all times. Because the
salvage operation is deep within Combine
Equipment Slots Mass
territory, the Star Captain refuses to be caught
(kg)
unaware by anyone. The order has hampered
operations somewhat; the expected return of the Chassis: PA(L) Class Humanoid w/HarJel 130
Storm Crow to Ramora has been pushed back to Motive System:
Ground MP: 2 25
3076.
Jump MP: 3 75
Manipulators:
Left Arm: Armored Glove 0
Right Arm: Armored Glove† 0
Armor: Standard Stealth 435
Armor Value: 1 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Space Operations Adaptation Body 1 100
Extended Life Support‡ Body 1 25

*Dependant on what AP weapons it’s armed with.


†Salvage Manipulator Arm on the Salvage Aerie.
‡On the Standard Aerie only.

77
SYLPH BATTLE ARMOR
Mass: 750 kg qualifying with the Sylph requires a far more In the years since the suit’s introduction,
Manufacturer: Clan Cloud Cobra intensive training regimen—the Elemental has to only one significant variant has appeared.
Primary Factory: Unknown rely primarily upon a complex set of pedals and leg Abandoning its bomb rack and laser, it mounts a
Cost: harnesses to maintain control in flight. Any loss of heavy and standard machine gun in the arms,
Battle Value 2.0: 54 (Standard) concentration can and often will send the suit into giving the suit a tremendous amount of short-
41 (Upgrade) a death spiral from which it is almost impossible to range firepower. It also carries an integral spotlight,
BattleForce: recover. On the other hand, the Sylph is an a feature that has proved useful time and again in
Optional Rules: incredibly agile unit that contributes to one of the nighttime engagements.
swiftest independent infantry in known space.
There are drawbacks, however. In order
OVERVIEW to make the suit light enough for sustained flight, NOTABLE TROOPERS
Clan Cloud Cobra has always had an the Sylph’s designers had to strip away most of the Star Captain Tyros: Commanding a full
affinity for air support, evidenced by their strong armor found on heavier battle armor designs—it Trinary of Sylphs within the Adders’ Fifteenth
aerospace arm. Cobra scientists sought to take the carries but half of the protection given to normal Armored Cavalry Squadron, Star Captain Tyros and
concept of the various Inner Sphere scout battle Elemental suits. Likewise, its weapon load is his fellow Elementals have been a particularly
armor suits one step further by creating a fully similarly limited, mounting only a single micro unpleasant surprise for the Blood Spirit defenders
airborne combat suit. Despite several failed pulse laser as its main armament, backed up by a on York. Already they have lost nearly a dozen
attempts by various Clans to do just that in the micro-cluster bomb rack attached to its jump pack. major engagements to the Adders, thanks to the
past century, the Cobra scientists pushed forward, Despite these drawbacks, the Sylph is a efforts of Tyros’ Trinary, who pride themselves in
apparently driven as much by their Khan’s orders popular suit. First deployed in early 3060, the Sylph striking from the most unexpected direction. Time
as they were by faith. The Cobras have jealously can be found throughout Clan Cloud Cobra’s and again their appearance on a battlefield was
guarded almost everything about the Sylph, but Touman, where its operators are often regarded as both completely surprising and absolutely
second- and third-hand reports indicate they had highly as pilots. An interesting recent development disruptive, leading to complete victory on the part
significant problems with the integral jump has many Sylph operators now hailing from sibkos of the Adders. Because of his incredible record, it is
pack/thruster—problems that killed a number of employing a mix of Elemental and pilot genes, said that Tyros (who is of the Cannon Bloodline) is
test pilots. In the end, they were apparently unable which provides an interesting indicator of Cobras’ feeling pressure from Khan Stanislov N’Buta to
to overcome all of the problems they faced; the assessment of this technology’s potential. compete for his Bloodname—and that Blood Spirit
final production model of the Sylph possesses only A few Clans have obtained Sylph suits Karianna Schmitt has ordered Tyros’ death.
limited flight capabilities. Nonetheless it remains through Trials of Possession, including the Snow
an impressive design accomplishment. Ravens and Diamond Sharks, but these Clans are
currently fielding only a handful of the units in trial
Point Commander Issia: The product of a
Named for an airborne elemental mixed Mannix/Kardaan breeding program, Point
creature, the Sylph achieves flight by means of an deployments. The Blood Spirits have been trying
for years to acquire the Sylph, but to date the Commander Issia is already proving the
advanced propulsion system adapted from experiment a success. Members of the Scientist
standard battle armor jump jets. Computer Cobras have not acceded to their requests. On the
other hand, Clan Star Adder has recently added the Caste had hoped to bring out the best qualities of
controls divert portions of the main thrust through both bloodlines—the strength and resilience of
dozens of directional exhaust ports to obtain Sylph to their Touman, deploying them within their
Alpha and Beta Galaxies, though there are also the Mannix line combines with the agility and
stable flight as well as complete VTOL capability. alertness of the Kardaan line. In Issia they
The Elemental within controls the suit in much the reports that their Tau Provisional Galaxy fields
some as well. succeeded beyond their wildest dreams. She took
same way as any other battle armor, though to the Sylph immediately, styling herself a one-

78
Elemental angel of vengeance. Keenly aware of her Type: Sylph
bloodline’s “experimental” nature, she patrols the Technology Base: Clan
skies, raining death down upon the unfaithful. She Equipment Rating: F/X-X-E/F
takes particular pleasure in plunging down upon a Chassis Type: Humanoid
BattleMech, ripping open the cockpit and taking Weight Class: Light
off again only to drop bomblets onto the Maximum Weight: 750 kg
unsuspecting MechWarrior. Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: None.

Equipment Slots Mass


(kg)
Chassis: 150
Motive System:
Ground MP: 1 0
Jump MP: 0 0
VTOL MP: 5 200
Manipulators:
Left Arm: None 0
Right Arm: Battle Claw 15
Armor: Standard 125
Armor Value: 5 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Standard
Micro Pulse Laser (17) RA 1 160
Bomb Rack (OS) Body 2 100
Upgrade
Heavy Machine Gun (50) RA 1 150
Machine Gun (50) LA 1 100
Searchlight Body 1 5

79
SYLPH (ENHANCED)
Mass: 750 kg leaving this enhanced suit vulnerable to Inner would have led to a longer stalemate and
Manufacturer: CSR Battle Armor Facility Alpha Sphere secondary arms. Trading the VTOL motive correspondingly more casualties.
Primary Factory: Ramora system for the myomer boosters presented an
Cost: additional complication, as well; pilots for the
Battle Value 2.0: 34 Enhanced Sylph now require extra physical
BattleForce: conditioning to survive the waste heat generated
Optional Rules: by the booster system. Although extra insulation
and cooling systems were added, the Enhanced
Sylph is reportedly one of the least comfortable
OVERVIEW battle armors in existence.
Like many birds of prey, the Clan Cloud Nevertheless, the new Sylph’s primary
Cobra’s Sylph battle armor caught the enemy function—scouting the enemy—has not changed,
unaware by being ungainly and slow on the even though its means have. No longer able to
ground but flying farther and faster than expected take to the skies and keep an overwatch, the
overhead. Clan Snow Raven fought hard to win the Enhanced Sylph moves quickly along the ground,
design in Trials against the Cobras, and is finally hunting for its prey. The heat bloom from the
putting their own Sylphs into production. While myomer boosters makes these suits near-
based on the original Sylph design, the Enhanced impossible to hide, so their work is far from subtle.
Sylph has lost its defining characteristic—its ability This makes them best for work in cities, where they
to cruise through the air at over fifty kilometers per can quickly enter buildings for cover and face
hour. Ironically, the aerospace Clan’s enhanced down dug-in infantry forces. While their anti-
version of the aerial Sylph is exclusively ground- personnel weapons and lasers may not pose much
bound. of an obstacle to armored targets, where this
Despite the fundamental change in design really shines is against the pirate forces that
mobility, the Enhanced Sylph remains a quality regularly plague their protectorate in the
battlesuit. By use of the Clans’ battle armor Outworlds Alliance. Between these capabilities and
myomer boosters, the Sylph’s ground speed is the psychological terror that Clan battle armor
faster than most other bipedal battlesuits, produces, few pirate forces will linger to deal with
matching its original airspeed and the easily them.
keeping pace with the Lyran Rottweiler design. An The first major engagement the
extended-range micro laser provides most of its Enhanced Sylph faced was against a rabble of
firepower, backed up by an antipersonnel mount bandits led by former warriors of Clan Smoke
capable of additional firepower against soft Jaguar, who used Clan weapons and tactics. While
targets. But perhaps the most powerful weapons at their ’Mech forces clashed, the Ravens used the
this Sylph’s disposal are its basic manipulators, Sylphs to harass the Elementals. Unused to dealing
which allow this suit to perform anti-’Mech attacks with battle armor that outmaneuvered them, the
or hitch a ride on friendly OmniMechs. bandit troopers withdrew, dooming their ’Mechs.
With all of the changes there was no While the Ravens lost nearly twenty percent of
mass left over to improve the Sylph’s armor, their Sylphs, it is believed that slower battle armor

80
Type: Sylph (Enhanced)
Technology Base: Clan
Equipment Rating: F/X-X-F/E
Chassis Type: Humanoid
Weight Class: Light
Maximum Weight: 750 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: Battle Armor Myomer Booster increases damage inflicted by Swarm/Leg Attacks by 2 points per trooper, and makes it impossible to use Hidden Units rules; Features
the following Design Quirks: Hard to Pilot, Accurate Weapon (ER Micro Laser).

Equipment Slots Mass


(kg)
Chassis: 150
Motive System:
Ground MP: 5 60
Jump MP: 0 0
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Standard 125
Armor Value: 5 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
ER Micro Laser (30) RA 1 150
Anti-Personnel Weapon Mount LA 1 5
Battle Armor Myomer Booster Body 3 250

81
SYLPH-XR
Field Testing Summation: Sylph Experimental important because the Sylph-XR is clearly designed lessened by the lack of decent anti-vehicular
Refit with infantry and insurgency combat in mind. weapons, these warriors may have a point. Given
Producer/Site: CSR Battle Armor Facility Alpha, Armed with a pair of light machine guns the fact that we have not spotted any more new
Ramora and equipped with a searchlight for night Sylph-XRs in the field since the initial batch was
Supervising Technician: Marco Arujo operations, several Points of refit Sylphs have been deployed, the Raven leadership may actually be
Project Start Date: 3077 observed combing the woodlands and urban considering these complaints.
Non-Production Equipment Analysis: centers on Ramora, searching for survivors of the
Battle Armor Myomer Booster Dante’s Inferno terrorists they know to be
Manufacturer: CSR Battle Armor Facility Alpha colluding with the Word of Blake. Often working in
Primary Factory: Ramora concert with other, stealthier suits and
Cost: conventional troops, the Sylph-XR troopers have
Battle Value: 42 acted more like hunting dogs, flushing out hidden
BattleForce: insurgents by charging into their suspected
Optional Rules: strongholds with flashing searchlights and a burst
of machine gun fire. As the terrorists scatter, the
Sylph troopers and their comrades can either gun
OVERVIEW them down or capture them at leisure, knowing
Among the various new technologies that none can escape the superior mobility and
that have emerged recently, the Clans’ battle firepower of the Clan battlesuits.
armor myomer boosters seem to have become an The development of the Sylph-XR seems
early favorite. Offering greater mobility and primed for full-scale production, but reports from
damage potential in anti-’Mech attacks, these Ramora have not been entirely rosy for the Ravens’
enhanced myomers can push battlesuit factory sites there, and there is talk of relocation. At
technology beyond its normal design limits, but the same time, there have been complaints about
produces an infrared signature that makes its users serious discomfort and even burn injuries
impossible to conceal. Among many Clans, stealth sustained from the simple operation of the Sylph-
is not a priority, so it comes as little surprise to see XR suits, likely due to poor insulation against the
these experimental boosters used in spite of their thermal effects of the myomer boosters. A few
limits, but this feature makes the traditional tactic Raven Elementals have even been lost (though
of battle armor ambushes completely unfeasible. their suits were recovered intact) because they
Clan Snow Raven’s Sylph-XR suit is a opened their visors to breathe in cooler air while in
prime example. Eschewing its trademark VTOL the field. This inadvertently exposed themselves to
systems and bomb racks, it uses a battle armor eagle-eyed Omniss snipers, who prioritized the
myomer booster to achieve a ground speed of fearsome Sylphs over all other targets.
more than fifty kilometers per hour, making it one Other Sylph-XR troopers have also cited
of the fastest battlesuits in existence today. the lack of heavier weapons as a problem when
Though this Sylph is no longer able to take to the facing opponents who have access to armored
skies, its ground speed enables it to keep up with vehicles and the like. Noting that their enhanced
or overtake most infantry. This is particularly strength to execute anti-vehicular attack is

82
Type: Sylph-XR
Technology Base: Clan (Experimental)
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Light
Maximum Weight: 750 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: *Ground MP includes effects of Battle Armor Myomer Booster. This Booster also increases damage inflicted by Swarm/ Leg Attacks by 2 points per trooper, and makes
it impossible to use Hidden Units rules; Features the following Design Quirks: Hard to Pilot, Prototype

Equipment Slots Mass


(kg)
Chassis: 150
Motive System:
Ground MP: 5* 60
Jump MP: 0 0
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Standard 125
Armor Value: 5 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Light Machine Gun (100 shots) RA 1 80
Light Machine Gun (100 shots) LA 1 80
Battle Armor Myomer Booster Body 3 250
Searchlight Body 1 5

83
AFREET
Mass: 1,000 kg Like the typical Ice Hellion battle needs and equipment availability, but so far only
Manufacturer: Hector MechWorks Facility Beta, doctrine, the Afreet emphasizes raw speed over the Jade Falcons have been shown to now produce
Olivetti Weapons everything else. Not only does it have full jump the design, though the Hell’s Horses may be doing
Primary Factory: Hector (Ice Hellions), capacity, but a relatively recent acquisition of jump so back in Clan Space.
Sudeten (Jade Falcons) booster technology allowed the Afreet to become
Cost: the fastest home-clan-designed suit (short of the
Battle Value 2.0: 43 (Standard) much maligned Sylph suit). Taking advantage of its NOTABLE TROOPERS
63 (Jade Falcon Variant) speed, the improved sensors give the suit the Point Commander Jeremiah Icaza:
32 (Hell’s Horses Variant) ability to perform lowkey reconnaissance when Sent along with the small delegation to Arc-Royal
BattleForce: commanders deem BattleMechs insufficiently and later on to Tharkad to assist in liberating the
Optional Rules: stealthy. Taken from the alternate suit’s anti- planet from the Word of Blake’s grasp, Point
infantry capability, a light recoilless rifle and a pair Commander Icaza and his unit have used their
of vibroclaw adaptations have an impressive Afreet suits in ways nobody, not even the
OVERVIEW psychological impact against conventional infantry designers, expected. While on nighttime patrols
Looking to rebuild the battered Ice forces while increasing the suit’s effectiveness looking for Blakist ambushes, Icaza has used flash
Hellion morale, Khan Montose charged her against BattleMechs when performing swarm or rounds to temporarily blind enemies before
scientists with producing new designs of all types leg attacks. rushing in with his vibro-claws, or for heavier
as both a symbolic and military gesture to her Clan. For years the Ice Hellions guarded their opponents, used a Narc round before calling in
Following in the footsteps of the new battlesuit with zeal, going to great length to heavy missile fire from supporting units. While
generation of battle armor that appeared over the prevent any from falling into the hands of other questioned by Lyran liaisons on his rather un-Clan-
previous decade, the various design teams began Clans. Though rumors of Afreet points being used like actions, Icaza has claimed that the Blakists do
creating several rather mission-optimized designs. during the Jade Falcon attacks on various Lyran not deserve zellbrigen or any other sort of
One was a reconnaissance design with superior systems persisted, it was not until a point of Afreet- honorable combat, allowing him to use many of
ground speed and VTOL capability that lacked any clad Elementals arrived with the Falcon delegation the dirty tricks once used on his comrades by Inner
integral weapons or defensive measures, while on Arc-Royal that non-Hellion Afreet use was Sphere forces during the initial Clan Invasion. It is
another encompassed impressive anti-infantry confirmed. Its use by the Falcons against Inner these innovative acts that have made many Inner
capabilities but looked to be pointless with the Ice Sphere forces proved it was a potent suit against Sphere observers take notice of the Afreet
Hellions apparently intent on remaining in the Clan conventional forces, as the few innovative Battlesuit and look toward duplicating it for their
homeworlds. Khan Montose combined the two Elementals in the Falcon forces were seen loading own use.
projects and teams in an effort to create a design their recoilless rifles with different kinds of
that, in her words, “Embodies the beliefs and traits ordnance, ranging from anti-vehicle to incendiary
to even flares, depending on the mission.
Point Commander Duncan: Duncan was
of our totem.” The two staffs deliberated and inducted into the ranks of the Jade Falcon Touman
debated, and in some instances the test pilots Since then, both the Jade Falcons and the
Hell’s Horses have captured large quantities of during Khan Marthe Pryde’s drive to Coventry in
engaged in a Circle of Equals when an agreement the late 3050s. While having an impressive record
could not be reached. Finally, just as the deadline Afreet suits during the fighting in the Occupation
Zones, enough to make them a common sight in early in his career, Duncan failed to secure a
was about to pass, the two teams debuted the Bloodname several times since, and his career had
Afreet to Khan Montose and the design impressed the two Clans’ forces in the Inner Sphere. In
addition to fielding the original configuration, both spiraled downward until he was reassigned to a
her during its demonstrations. secondline unit at the start at the Jihad. Duncan
Clans modify their suits extensively to match their

84
seemed inclined to sink into memories of the Type: Afreet
“good times,” like the brutal Coventry campaign Technology Base: Clan
where he won a successful Trial of Possession for Equipment Rating:
the then-newly debuted Jade Falcon version of the Chassis Type: Humanoid
Afreet suit. However, Duncan fought and won a Weight Class: Medium
trial for a spot on the “Trial Run” of Jade Falcon Maximum Weight: 1,000 kg
forces being sent to fight alongside Devlin Stone’s Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Coalition forces retaking Coventry, believing it a Notes: The Afreet variants all carry one additional ammunition clip for their non-missile weapon ammunition.
good omen for him to return to where his career This is reflected in the ammo and weight total for these weapons.
started.
Unfortunately, Point Commander Equipment Slots Mass
Duncan died from the devastating wounds (kg)
inflicted when his point engaged in hand-to-hand Chassis: 250
combat with a squad of Djinn-equipped Manei Motive System:
Domini. Appearing out of nowhere (as it was Ground MP: 1 0
previously determined no Domini units were Jump MP: 3 (4) 2 275
present in-system), the Domini attempted to Manipulators:
assassinate the Jade Falcon commander. Though Left Arm: Battle Vibro-Claw 50
the Domini unit was able to withdraw, Duncan was Right Arm: Battle Vibro-Claw 50
credited in holding off the unit, allowing the Armor:
Falcon commander to avoid this “headhunter” Standard (Standard and HH) 125
attack. Fire-Resistant (Jade Falcon) 5 150
Armor Value: 5 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
Improved Sensors Body 1 45
Light Recoilless Rifle (40 Shots) RA 3 195
Jump Booster Body 1 125
Jade Falcon Variant
AP Gauss (40 Shots) RA 3 225
Jump Booster Body 2 125
Hell’s Horses Variant
SRM 3 (OS) Body 2 60
Bear Hunter AC (40 shots) RA 3 180
Jump Booster Body 2 125

85
CLAN MEDIUM BATTLE ARMOR
Mass: 1,000 kg The final styling was influenced by the flanking units, which replace the dual one-shot
Manufacturer: Barcella Battlearmor Facility/Clan Nova Cat’s new home in the Draconis Combine; SRM-2 missile packs with a one-shot SRM-3. The
Diamond Shark IndustriPlex-C the addition of the stylized samurai armor was flamer is replaced with a heavier ER semi-portable
Primary Factory: Irece (Nova Cats), done as a gesture of respect to the Dragon for their support laser; a heavy battle claw is mounted in
Itabiana (Diamond Sharks) gracious gift of their new homes as well as the the left arm. Still regarded as a poor-Elemental’s
Cost: subsidizing of the new battle armor factory built at armor, the suit has received acclaim among Wolf
Battle Value 2.0: 48 (Standard) New Barcella. solahma units, which frees up the Clan’s dwindling
48 (Volk) In 3062, development was interrupted as supply of Elemental armor for frontline troops. The
53 (Bär) the Nova Cats were caught up in hostilities shortage appears to be short-lived as two new
BattleForce: between the Ghost Bears and House Kurita. The factories are scheduled to go online in the next
Optional Rules: few operational prototypes proved successful year; whether the Clan will continue to use the
against the Bears, and full-scale production finally lesser medium suit is unknown.
started in 3067. The Bears also utilize the Cat-designed
OVERVIEW Clan Diamond Shark (now established on armor, but the merchant caste only deals for theirs
Following its forced relocation to the a handful of Inner Sphere worlds) was quick to directly from the Sharks. The Clan, however, rarely
Inner Sphere, Clan Nova Cat faced a daunting task smell profit. By offering the Nova Cats discount fields these in their ground-based forces but
replacing equipment lost in the withdrawal from prices on weapons and supplies from the instead have a special naval version built, which
Clan Space. As an Elemental, Khan Santin West homeworlds in exchange for the blueprints and they nicknamed the “Bär.” Fielded on every Ghost
took a special interest in rebuilding his battle schematics, the Sharks merchants were soon Bear WarShip, this version does away with the
armor forces. With many new designs from both trading Clan battle armor (nicknamed “Rabids” missile pack, replaces the heavy flamer with a semi-
the Inner Sphere and the Clans starting to reach among Cat Elementals) manufactured in factories portable support pulse laser, and mounts an
the battlefield in numbers, Khan West charged his on Twycross, Trondheim, and Itabiana to the Ghost extended life-support system throughout the suit
Scientist Caste with developing a new Nova Cat Bears and Wolves. Unsubstantiated reports have it for space operations. The basic manipulator in the
design to match them. that the design was marketed to the Inner Sphere left hand is replaced with a heavy vibro battle claw,
Starting with the basic Elemental suit, the and Clan Wolf (In Exile), a move that apparently suitable for tearing through bulkheads and outside
scientists improved mobility by increasing jump sparked a confrontation between the Sharks and hatches.
performance using the “Jump Booster” pioneered the Clan Council that escalated out of control and
by the Gray Death Legion in their Scout battle spread to orbit around Strana Mechty.
With resources remaining tight on the NOTABLE TROOPERS
armor. The modification and installation of the
newer Clan equivalent required some changes to Nova Cat worlds, the Rabid has replaced the Point Commander Dru: A Shark
the Elemental suit design. Armor protection was standard Clan Elemental suit among the Clan Elemental of average skill, Dru travels alone with a
reduced, and the shoulder-mounted short-range Touman. It has been noted that now only high- small group of Shark merchants, nominally
missile launchers were replaced with a detachable ranking Elemental commanders utilize the “Toad” assigned as the warrior liaison. However, the
multi-shot short-range missile launcher. A fixed suit, in order to reduce the rate of equipment merchants utilize the hapless, aging Elemental as
heavy flamer was substituted for the right arm losses. their showpiece model, having Dru suit up in the
modular weapon system; the left arm anti- The Sharks are reported to be examining Clan armor to demonstrate its capabilities for other
personnel weapon was removed. The inclusion of a the potential of the suit as a basis for new variants. representatives. Surprisingly, Dru is rather tight-
powerful searchlight has proven to be a useful The Wolves developed a laser variant (called the lipped to his commanding officer regarding some
addition both on and off the battlefield. “Volk” among Wolf Elementals) for their faster of the merchant team’s exploits and destinations.

86
However, as long as the merchants are successful and not starting any wars, the Weapons and Equipment Location Slots Mass
warriors are satisfied. (Capacity) (kg)
Standard
Star Captain Piers Tseng: Head of the marine detachment stationed on SRM 2 Launcher (OS) Body 2 40
the White Tornado (a converted “assault” JumpShip) and rumored to be one of the SRM 2 Launcher (OS) LA 2 40
few surviving Tseng Bloodname holders, Piers successfully led the boarding team Flamer (10 shots) RA 1 150
that captured the Danika’s Run over Luthien. The fleeing DropShip housed several Searchlight LA 1 5
Word of Blake commanders, including a Manei Domini whom Tseng managed to Jump Booster Body 2 125
kill in savage combat. The Manei Domini’s suicide explosion took Piers’ left arm Volk
off at the elbow. Unwilling to wait for a new replacement to be grown, Piers also SRM 3 Launcher (OS) Body 2 60
eschewed a cybernetic replacement. Technicians have managed to modify his ER Micro Laser (30 shots) RA 1 150
suit to account for the loss of his hand; his reaction time with the battle claw is Heavy Battle Claw LA 0 20
only a few milliseconds slower than before the accident. Searchlight LA 1 5
Jump Booster Body 2 125
Bär
Micro Pulse Laser (17 shots) RA 1 160
Type: Clan Medium Battle Armor Heavy Battle Claw (Vibro) LA 0 60
Technology Base: Clan Extended Life Support Body 1 25
Equipment Rating: Searchlight LA 1 5
Chassis Type: Humanoid Jump Booster Body 2 125
Weight Class: Medium
*Heavy Battle Claw on the Volk, Heavy Vibro-Claw on the Bär.
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: If using a Clan Battle Armor Point’s searchlights in CBT games, note that
the searchlight has a range of 9 hexes, and a facing for the squad must be
designated during the weapon attack phase.

Equipment Slots Mass


(kg)
Chassis: Medium Class Humanoid w/ HarJel 250
Motive System:
Ground MP: 1 0
Jump MP: 3 (4) 150
Manipulators:
Left Arm: Basic Manipulator* 0
Right Arm: Basic Manipulator 0
Armor: Standard 225
Armor Value: 9 + 1 (Trooper)

87
ELEMENTAL
Mass: 1,000kg resource-rich oceans on the planet Dagda. This the Wolves opted for a general-purpose battle
Manufacturer: Clan Wolf, Clan Wolf in Exile, Other proto-battle armor featured myomer musculature, armor suited to most battlefield conditions.
Clans self-contained air-supply and life-support systems, Modern Clan Elemental suits differ little
Primary Factory: Strana Mechty (Wolf), and heavy, atmospherically sealed bodies from the original Wolf design. They use similar
Arc-Royal (Wolf-in-Exile), Various (Other designed to withstand the high pressures of deep- types of myomer musculature, self-contained life-
Clans) sea work. When Clan Wolf observed these suits in support systems, atmospherically sealed bodies,
use, they were quick to realize their combat armor, integral jump jets, and weaponry. The most
Cost: potential. Consequently, the Wolves obtained a distinguishing characteristic of Elementals remains
Battle Value 2.0: 64 (Small Laser) few of the suits and set about adding armor, the variety of weapons they can carry. Typically, an
58 (Flamer) weapons, and jump jets to adept them for combat. Elemental carries an arm-mounted small laser,
59 (Heavy Machine Gun) In a brilliant move, Wolf Clan technicians flamer, or machine gun. Backing this up are an
58 (Machine gun) realized that they could use the new OmniMech’s arm-mounted anti-personnel machine gun and a
69 (Micro Pulse Laser) unique ability to dynamically adapt to the shifting back-mounted detachable short-range missile
61 (ER Micro Laser) distribution of weight and center of balance when launcher with ammunition for two salvos. This mix
46 (Headhunter) weapon pods are swapped. Their new battle armor of weapons enables an Elemental to deal with
BattleForce: could travel on the exterior of the OmniMechs, targets large and small. The impressive firepower
Optional Rules: thus freeing them from dependence on of Elementals, along with the maneuverability
conventional APCs. provided by their jump jets, gives them the ability
The Wolves first deployed their new to destroy a ‘Mech.
OVERVIEW battle armor in 2868 with devastating results for During the Clan Invasion, Clan Wolf
MechWarriors of the Inner Sphere were the Star of light Nova Cat troops who faced the created a variant of the standard Elemental by
baffled when they first encountered Clan Wolves’ creation. Later that year, the Wolves faced removing the missile launcher to include
Elementals in 3050. Awestruck, the Inner Sphere off against Clan Hell’s Horses in a series of Trials. additional electronics, powerpacks and jump jet
MechWarriors watched as battle-armored Hell’s Horses had been breeding genetically fuel, while mounting a dedicated anti-personnel
Elementals withstood machine gun fire and even enhanced conventional infantry troops—what machine gun. Used for long-range strikes against
direct laser hits from BattleMech weapons, later came to be called Elementals. After the Trials Inner Sphere command assets, these suits soon
bounding about the battlefield swarming ’Mechs, concluded, the Horses had obtained battle-armor earned their Headhunter designation.
and even firing support-sized missiles. The closest technology and the Wolves had obtained the More recently the Clans have expanded
the Inner Sphere had seen to these battle-armored knowledge needed to create their own Elementals. the effectiveness of the stock Elemental by mating
troops were the long-lost Nighthawk power armor Almost immediately, the two Clans initiated the micro pulse lasers, ER micro lasers, and heavy MGs
employed by SLDF Special Forces. Indeed, the tradition of matching Elemental troops with battle to the configurable weapon mount.
capabilities of Clan battle armor were so far armor, giving rise to the tradition of also calling the
beyond even those legendary troops that it is battle armor Elementals. Soon the other Clans were
deploying their own Elemental troops. NOTABLE TROOPERS
hardly surprising that some Inner Sphere
MechWarriors believed the Clan Elementals were Clan Wolf initially experimented with ilKhan Lincoln Osis: Even in the sibko,
some type of alien life form. several suits, each tailored to specific Lincoln Osis stood out from his fellow trueborns,
The origins of modern battle armor can environments (these environment-specific suits and he handily tested out with the rank of Star
be traced back to the pressurized diving suits would later form the basis of the Gnome, Commander. Earning his Bloodname, Osis proved
developed by Clan Goliath Scorpion to exploit the Salamander, Sylph and Undine designs). Ultimately himself a master tactician and rose to the rank of

88
Star Captain with the Sixth Jaguar Dragoons. His Type: Elemental
performance on Tarnby and Byesville rocketed him Technology Base: Clan
to prominence and facilitated his election to the Equipment Rating: F/X-E-D/E
post of Khan upon the death of Kincaid Furey. Chassis Type: Humanoid
Believed killed in the fighting on Tukayyid when Weight Class: Medium
the Thor OmniMech his personal battle armor Point Maximum Weight: 1,000kg
was riding went down to a ComStar laser at Dinju Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Pass, Lincoln Osis returned to displace Brandon Notes: None.
Howell. Following the (brief) elevation of Elias
Crichell to the post of ilKhan, Lincoln Osis became Equipment Slots Mass (kg)
the tenth ilKhan in 3058. Chassis: 250
In 3060 Lincoln Osis and the Crusader Motive System:
cause to which he was fanatically devoted died on Ground MP: 1 0
Strana Mechty in the Great Refusal. Jump MP: 3 150
Manipulators:
Star Captain Evantha Fetladral: The Left Arm: None 0
sibko in which Evantha was raised is remarkable for Right Arm: Battle Claw 15
both the quality and quantity of those who not Armor: Standard 250
only succeed in their Trials of Position but go on to Armor Value: 10 + 1 (Trooper)
excel as Warriors. A firm supporter of the Warden
cause, Evantha went into exile with the Wolves Weapons and Equipment Slots Location (Capacity) Mass (kg)
who followed Khan Phelan Ward (now Kell). She Standard
serves as an aide to Khan Kell and commands his Modular Weapon Mount RA 1 (2) 10
Keshik Command Star. Small Laser (30) -- 1 200
Inner Sphere ScandalVids have romantically linked Flamer (10) -- 1 150
her with Major Christian Kell, but no reporter has Machine Gun (50) -- 1 100
the courage to ask the Star Captain for Micro Pulse Laser (17) -- 1 160
confirmation. ER Micro Laser (30) -- 1 150
Heavy Machine Gun (50) -- 1 150
Anti-Personnel Weapon Mount LA 1 5
Detachable SRM 2 (2 shots) Body 3 110
Headhunter
Machine Gun (50) RA 1 100
Heat Sensor RA 1 20
Anti-Personnel Weapon Mount LA 1 5
Improved Sensors LA 1 45
2 Fuel Tanks Body 2 100
Remote Sensor Dispenser Body 1 40
Power Pack Body 1 25

89
ELEMENTAL II
Mass: 1,000 kg showed that the suit had promise, but that the design is insulated so well that its trooper is no less
Manufacturer: Csesztreg Industriplex Gamma weapon selection could use improvement. comfortable in the Elemental II than in the original
Primary Factory: Csesztreg Responding to the constructive criticism, Toad suit. And the virtual impossibility of hiding
Cost: the production model Elemental II became a from infrared sensors is of little concern given the
Battle Value 2.0: 70 reworked version of the prototype. Gone were the Elemental II’s mission profile.
BattleForce: original weapons. Instead, an impressive anti- The Elemental II has seen action mostly
Optional Rules: personnel Gauss rifle gave the suit a much greater against the pirates that plague the Hell’s Horses’
reach than the original lasers did with the same occupation zone. Attempting to avoid the Horses’
punch. The inaccurate rockets were also removed, dangerous hovercraft and mitigate their range
OVERVIEW allowing the new design to come in at the same advantage by quickly striking at urban centers,
Two centuries ago, Clan Wolf came up one-ton mass of the original Elemental. The these raiders enjoyed modest successes until the
with a totally new mode of combat for infantry traditional anti-personnel mount remains an Elemental II became available. Using their greater
when they introduced the Elemental battle armor option to add a bit more firepower—or simply to mobility, the Horses have managed to use effective
(known as Toads to veterans of the 3052 Clan allow the trooper to avoid using the Gauss rifle in hit-and-run tactics to savage these bandits’ lighter
Invasion). With good overall mobility, armor and cases where it would be wasteful. Most Horses ’Mechs, using their AP Gauss rifles to good effect
firepower, the Elemental suit has been the gold warriors using the Elemental II appear to favor against lightly armored machines. Even against
standard of Clan armored infantry. It was not until shotguns or flechette weapons in this mount, heavier ’Mechs, the Horses have been able to duck
the Clans invaded the Inner Sphere that necessity which can be incredibly deadly against the poorly into buildings for cover and then quickly appear in
forced them to reevaluate their approach to meet armored bandits and terrorists they frequently the rear to rip through their enemies’ thin back
varying demands. Despite the explosion of new encounter. These weapons also reduce the chance armor. Though this has resulted in a spike in
designs from both Clan and Inner Sphere powers, of missed shots carrying through walls in urban civilian deaths as the pirates have resorted to
most of these suits were merely specialized forms environments, and thus reduce the chance of shooting at the battle armor inside the buildings,
of the basic Elemental armor that continues to hitting innocents hiding behind cover. the Horses’ increasing success against these
dominate Clan toumans today. The speed of the Elemental II is its bandits has resulted in fewer raids and may soon
Despite the standard Elemental’s all- greatest improvement. While the original was curb their attacks once and for all.
around utility, Clan Hell’s Horses—known for their capable of jumping ninety meters at a hop, it did Perhaps the greatest improvement in utility for the
infantry-heavy formations—sought to enhance so at an increased risk of being targeted while at armor was replacing the battle claws with basic
their Elementals’ mobility and began development the top of its jump arc. The lack of cover and manipulators. While not as efficient at ripping
work. Prototypes were developed and tested, but greater visibility made the standard Elemental a armor panels off, these manipulators allow the suit
the one that showed the most promise was a relatively easy target for snipers lying in wait. The to move through structures with a limited
heavier suit that used battle armor myomer Elemental II can cross thirty more meters overland collateral damage. A skilled trooper can even turn a
boosters to achieve greater ground speed than the in the same time. Though it has a harder time conventional doorknob without mangling it. These
standard Toad could achieve with its customary dealing with restrictive terrain, that same terrain advantages have seen the Elemental II distributed
jump jet leaps. The armament of the early can be used for cover. In fact, in urban to those units stationed in areas with large urban
prototypes was a strange warping of the standard environments the Elemental II can move through zones, and it is expected that future assignments
suit, with micro pulse lasers replacing standard structures with greater ease than jumping for these suits may include areas with wide open
lasers and a less-accurate, but longer-ranged Elementals. While the biggest drawback—the spaces, or underground facilities that preclude the
rocket launcher in place of the missiles. Field tests massive heat generated by the myomer use of jump jets.
boosters—limits their stealth capabilities, the

90
Type: Elemental II
Technology Base: Clan
Equipment Rating: F/X-X-E/E
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: Battle Armor Myomer Booster increases damage inflicted by Swarm/Leg Attacks by 2 points per trooper, and makes it impossible to use Hidden Units rules; Features
the following Design Quirk: Easy to Maintain.

Equipment Slots Mass (kg)


Chassis: 250
Motive System:
Ground MP: 4 40
Jump MP: 0 0
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Standard 250
Armor Value: 10 + 1 (Trooper)

Weapons and Equipment Location Slots Mass (kg)


(Capacity)
AP Gauss Rifle (20) RA 2 200
Anti-Personnel Weapon Mount LA 1 5
Battle Armor Myomer Booster Body 3 250

91
SALAMANDER
Mass: 1,000 kg levels of most light and lighter medium NOTABLE TROOPERS
Manufacturer: Clan Fire Mandrill, Clan Wolf, Jade BattleMechs. To further enhance its anti-’Mech
Falcon capabilities, Faraday-Tanaga engineers mounted Star Commander Tomas: During
Primary Factory: Shadow, Tamar, one single-shot Inferno SRM to the Salamander’s Operation Bulldog, Clan Smoke Jaguar forces faced
Sudeten shoulder. In terms of thermal threat alone, very few the First Shin Legion, Second An Ting Legion, the
Cost: ’Mech pilots want to find themselves facing a Point First Fusiliers of Oriente, the First St. Ives Lancers,
Battle Value 2.0: 53 (Standard) of Salamanders. and other Inner Sphere commands on Caripare.
56 (Laser) However, while honoring their totem, the The Clan Nova Cat forces which had co-
56 (Anti-Infantry) engineers of Kindraa Faraday-Tanaga did not limit administered the valuable agricultural world were
BattleForce: themselves to fiery weapons. Each arm of the defeated in a straight-up fight and immediately
Optional Rules: Salamander ends in a powerful combat claw, while joined the Star League troops; the Jaguar Guards
its feet have both claws and magnets. It is as easy chose to withdraw rather than be destroyed by the
for a Salamander to scale a BattleMech as it is for it overwhelming force. Rear guard action fell to a
OVERVIEW to walk over level ground, making it one of the mixed Nova which included a Star of new
most effective swarm or leg attack battle armor Salamanders. Star Commander Tomas positioned
The Salamander developed by Clan Fire
designs on the battlefield. her Star across the enemy’s path in the heavily
Mandrill in the late 3050s is the second generation
There was a price to be paid for this forested piedmont of the Trevorton Mountains.
of battle armor to bear the name of the elemental
heavy weaponry and high mobility. The Setting forest fires which both concealed the
spirit of fire. The inspiration for the current design
Salamander mounts significantly less armor than movements of the escaping Jaguars and funneled
was an anti-personnel suit designed for urban
other suits in its class—only about half the armor the Inner Sphere pursuers into a narrow valley, the
warfare against traditional infantry. Never a
of a Gnome. Though the armor is impervious to Salamanders hid themselves in the walls of flame.
popular design, its very purpose—using armor and
heat—whether Inferno munitions, flamers or fire— Using their Inferno rounds and flamers to good
flamers against unarmored infantry—raised
its light weight makes it particularly vulnerable to effect, Tomas and her Star destroyed three light
questions of honor in many warriors’ minds. No
ballistic or missile weapons. scout ‘Mechs before heavier BattleMechs flushed
one regretted its loss when advances in warfare
Originally fielded by Clan Fire Mandrill in them from cover. Though only two Salamanders
rendered the original Salamander useless.
3058, the Salamander’s inclusion in almost every survived to rejoin their Nova, the Inner Sphere
Yet, when the scientists of Clan Fire
Clan’s Touman is a testament to its effectiveness. forces delayed over four hours making sure there
Mandrill’s Kindraa Faraday-Tanaga sought to
Clan Wolf is known to field a variant were no more waiting in ambush before following.
develop modern battle armor that would honor
which replaces one of the flamers with a small This delay allowed nearly a Trinary of the Second
their Clan’s fiery totem, the Salamander presented
laser, which has also been seen in the Toumans of Jaguars to escape.
a solid foundation for their vision. Though the
development of the battle armor was plagued by both Clan Goliath Scorpion and Clan Snow Raven.
the almost ubiquitous infighting of the Kindraa, as It has been reported that Clan Jade Falcon— Warriors Benin and Visgah: Clan Hell’s
well as design problems, it cleared field testing and seeking to enhance the Salamander’s anti- Horses’ trial to reclaim Tokasha MechWorks from
went into production in 3058. personnel role—is field-testing a variant that Clan Goliath Scorpion in 3065 was savage and
The modern Salamander carries a brace replaces both flamers with heavy machine guns. costly. However, in the midst of the fierce battle
of ’Mech-scale flamers, one mounted along the there was a moment of unprecedented
underside of each arm. More than adequate for any cooperation. During a comparatively minor ground
anti-personnel, anti-vehicle or general incendiary engagement in the Laen Mountains, a series of
task, these flamers can significantly raise the heat diversionary forest fires spread with unexpected

92
fury, fueled by the oxygen-rich atmosphere. In the Type: Salamander
path of the raging conflagration was Amteral, a Technology Base: Clan
town of about 40,000 civilians. Warriors Benin (Clan Equipment Rating: F/X-X-E/F
Hell’s Horses) and Visgah (Clan Goliath Scorpion) Chassis Type: Humanoid
saw the situation independently and moved to Weight Class: Medium
intervene. Using their flamers and the single small Maximum Weight: 1,000 kg
laser of Visgah’s variant, the two were able to cut a Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
fire break and start a counter fire which slowed the Notes: None.
blaze. Alerted to the situation, nearby BattleMechs
on both sides cleared a wider break and used earth Equipment Slots Mass
and stone barricades to turn the fire away from the (kg)
civilians. After a suitable pause to allow rescuers Chassis: 250
from each side to withdraw to their original Motive System:
positions, the battle resumed. Ground MP: 1 0
Jump MP: 3 150
Manipulators:
Left Arm: Battle Claw (Magnets) 35
Right Arm: Battle Claw (Magnets) 35
Armor: Fire 5 210
Resistant
Armor Value: 7 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Standard
Flamer (10) RA 1 150
Flamer (10) LA 1 150
SRM 1 (OS) Body 2 20
Laser
Flamer (10) RA 1 150
ER Micro Laser (30) LA 1 150
SRM 1 (OS) Body 2 20
Anti-Infantry
Heavy Machine Gun (50) RA 1 150
Heavy Machine Gun (50) LA 1 150
SRM 1 (OS) Body 2 20

93
UNDINE BATTLE ARMOR
Mass: 1,000kg the Clan, which controls many underwater ammunition, or two reloads of LRM/T ammunition.
Manufacturer: Clan Goliath Scorpion facilities. It was hoped that this flexible weapon This design has proven itself to be very potent
Primary Factory: Dagda would provide the Clan with an overwhelming when used in conjunction with regular Elementals.
Cost: edge in Trials. After the Scorpions were unable to
Battle Value 2.0: 39 (Standard) secure a place in the Invasion, the project withered
65 (Upgrade) until a breakthrough in 3059 allowed the Clan to NOTABLE TROOPERS
BattleForce: complete development of the battle armor suit Star Captain Leon Djerassi: The
Optional Rules: already designed to make use of this advantage. commander of Beta Trinary of the First Cateran
Little more than a slight adaptation to the standard Cluster is known for his physical size, which is
Elemental battle armor, the suit also featured a excessive even for Elementals. Some joke that this
OVERVIEW revolutionary Underwater Maneuvering Unit, contributed heavily to the ease with which he
One of the major technological and providing it with considerable mobility under mastered the new Undine battle armor suits.
psychological advantages of the Clans when they water. However, they have not yet been able to Disparaging remarks aside, Leon did in fact win
invaded the Inner Sphere was their widespread create a functional ’Mech-compatible LRM/T one of his Bloodname Trials by challenging his
deployment of powerful battle armor troopers. The ammunition. Deploying OmniMechs with the opponent to fight under water. Star Captain
Inner Sphere lacked anything that could match multi-role LRM/T’s would virtually guarantee their Djerassi has pioneered several tactics specific to
their capabilities, and Elemental battle armor dominance below the waves. the advantages presented by the Undine battle
contributed heavily to the Clans initial successes. Because of its specialized nature, most armor suit, including leg attacks on submerged
The Houses wasted very little time in Clans were not interested in the design, even after BattleMechs. He also influenced the development
developing their own battle armor. The the Goliath Scorpions won a number of defensive of submarines capable of carrying Undine in to
advantages were overwhelmingly obvious to any Trials because of the unit. Offensively, combat battle. These swift submarines were put to use
who had faced the Clans. The initial suits lacked the rarely strayed underwater, severely minimizing the during the recent Trials on Dagda against Clan
ability to challenge the dominance of the Undine’s significance on the battlefield. Because of Wolf, where they used Janner Delta Canals to great
Elemental, but later designs not only managed to this, many were surprised when Clan Diamond effect to redeploy Undine units.
match them to a degree, several surpassed the Shark aggressively pursued the acquisition of the
abilities of the Elemental in ways that had not been Undine in 3068. The Scorpions defended their
innovations with equal determination and ferocity,
Point Commander Rochambeau:
considered by the Clans. The potential threat to Originally an Elemental of Star Captain Djerassi’s
the dominance of the Elemental spurred several and it took the Sharks a number of Trials before a
Star of Shark submarines finally defeated a personal Point, Rochambeau’s promotion came
Clans to develop their own specialized versions in with redeployment orders included. Eager for the
order to augment their battle armor forces. The Scorpion Nova of submarines and Undine on
Roche. To date, the Diamond Sharks have not opportunity to display all he had learned on Roche,
Gnome, Salamander, Slyph and Undine battle armor the Point Commander was instrumental in the
suits all came in to existence shortly after one fielded the Undine at any of their holdings, leading
some among the Clans to wonder why they went Trials against Clan Wolf, which ultimately resulted
other, but in the case of the Undine, this is more in the capture of Graz and the nearby facilities.
coincidence than design. Clan Goliath Scorpion through so much trouble to acquire the armor to
begin with. Using the hit-and-run tactics made possible by
had been developing a specialized LRM launcher employing the swift personnel carrier submarines,
for some time prior to Operation Revival. The More recently, the Goliath Scorpions
have begun fielding a heavily modified Undine suit, Rochambeau’s Point scored three ’Mech kills,
intention was to provide the ability to fire missiles including that of Star Captain Hellen. This attack
that combined elements of the standard LRM and which replaces the UMU with jump jets, and
deploys an LRM 3 with four reloads of regular ultimately signaled the defeat of the Wolves, but
the standard torpedo, a favored weapon among

94
not before Rochambeau fell victim to autocannon Type: Undine
fire. Technology Base: Clan
Equipment Rating: F/X-X-E/F
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000kg
Swarm/Leg Attack/Mechanized/AP: No/Yes/Yes/No*
Notes: Leg Attacks only possible on ’Mechs in Depth One or deeper water. *Upgrade variant may make Swarm
and Leg Attacks.

Equipment Slots Mass


(kg)
Chassis: 250 kg 250
Motive System:
Ground MP: 1 (Standard) 0
1 (Upgrade) 0
Jump MP: 3 (Upgrade) 150
UMU MP: 3 (Standard) 255
Manipulators:
Left Arm: None 0
Right Arm: Battle Claw 15
Armor: Standard 200
Armor Value: 8 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Standard
ER Micro Laser (30) RA 1 150
LRM 5 (OS) Body 3 125
Searchlight Body 1 5
Upgrade
ER Micro Laser (30) RA 1 150
LRM 3 (4 shots) Body 4 205
Mission Equipment RA 1 30

95
CORONA
Mass: 1,500 kg expended, it had an extremely limited range. The began turning the tide in several engagements as
Manufacturer: Facility C-BA-32 Corona is not so limited. Adder commanders learned and adapted to their
Primary Factory: Sheridan The Corona’s firepower is centered on a newest assets. Even with the Blood Spirits fielding
Cost: heavy support pulse laser, allowing it to reach more and more ProtoMechs due to dwindling
Battle Value 2.0: 95 (Standard) ranges that no other Clan battle armor could, and BattleMech resources, the Adders adapted.
80 (SRM Variant) with greater punch. Of course, there was a price for According to a few (admittedly outdated)
BattleForce: this significant increase in firepower. The Corona’s intelligence reports, the Adders were extremely
Optional Rules: designers had to drop the jump pack, significantly reluctant to disseminate the Corona suit to other
limiting its maneuverability. This was considered a Clans, including their allies. Clan Cloud Cobra is
secondary concern, however, as Corona Points one of the few confirmed Clans to field the Corona,
OVERVIEW could still be delivered to a battlefield by but whether or not the Cobras have the ability to
By many accounts, Clan Star Adder is one OmniMechs. Once on the ground, they pack a produce the suit is unknown. What armor they do
of the largest and most progressive Clans greater punch at a longer range than their cousins. have is mostly within their Beta and Epsilon
remaining in the Homeworlds. After the combat Their limited maneuverability and unique Galaxies. The Vipers and Coyotes are also rumored
trials that decided which Clans would invade the characteristics, however, required new tactical to have a few Coronas in their Clan Keshiks.
Inner Sphere, Khan Cassius N’Buta knew that some thinking, stalling widespread deployment and Only one possible variant might exist of the
of the paradigms that had come to define the Clan acceptance within the Adders. Corona; the information comes from a spotty Mimir
way of life would change considerably once mixed After the Burrock Absorption, the Corona report regarding the fighting that occurred on
into the cauldron that is the Inner Sphere. He was finally put into production. It didn’t make its Thule back in August 3073. An unidentified group
assigned a select group of warriors to develop new first true appearance in Clan Space for several of Star Adders hit a Cluster of Hell’s Horses that was
concepts and tactics while charging his senior years; apparently Clan Star Adder’s leadership apparently raiding the main spaceport. The three-
scientists with designing new technologies that didn’t want knowledge of their new battle armor way fighting was particularly brutal, and Dominion
would help the Star Adders retain their combat leaking out until it could field it in great numbers. officials have refused to talk about it; however, a
superiority. One of the products of this think-tank Surprisingly, Xi, Rho, and Tau Provisional Galaxies two-minute holocam recording managed to make
would eventually be the heavy laser. Another was were the first to be assigned full Binaries and its way into the hands of the Mimir. Among the
the Corona battle armor. Trinaries of Coronas, followed by Beta and Alpha footage, a Star of Adder Coronas can be seen
The Corona represents a departure from Galaxies, where they are concentrated in the attacking a Horse Burrock and ripping it to shreds.
the well-defined battlefield tactics and customs of Assault and Armored Cavalry Clusters. What is significant is that this version of the battle
the Clans that, while not significant, was still radical The first true tests of the battlesuit came armor can be seen sporting a massive SRM-5
enough to keep this battle armor from wide on York, where several Binaries and Trinaries were launcher that fired repeatedly. As the Burrock
production for several years. The Adders had long used to try several different tactical and strategic closed, the Coronas unleashed a wall of flame from
ago defined their need for mechanized battle approaches against the dug-in Blood Spirits. York their heavy flamers; in one brief close-up shot,
armor cavalry, but what they did not have was a had already become a systemwide training center what looked to be a heavy recoilless rifle could be
heavy cavalry—heavily armed ground troops able for every facet of the Adder Touman; it only stood seen mounted underneath the suit’s battle claw.
to seriously threaten even assault-class to reason that the Clan would try their newest
BattleMechs from a distance. armor against their oldest foe.
That was the problem with the standard The trials by fire were beneficial. Though NOTABLE TROOPERS
Clan battle armor—once its missiles were initial losses were heavy, continued application of
the Corona and its necessary support OmniMechs Star Colonel Grissom Opriq: Racking
up an impressive codex during four different

96
“training tours” on York, Opriq is one of several Type: Corona Heavy Battle Armor
battle armor commanders who has fully embraced Technology Base: Clan
the power and strategic concepts of the Corona. Equipment Rating:
Utilizing the mix of light and medium Omnis at his Chassis Type: Humanoid
command, he is able to operate his 15th Armored Weight Class: Heavy
Cavalry Squadron as a true cavalry, often arriving at Maximum Weight: 1,500 kg
a key point and position in battle to quickly turn Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes
the engagement into a Star Adder victory. His Notes: None.
legacy assured, he continues to advise new troops
rotating to York on the capabilities of the Corona Equipment Slots Mass
and how to use them to deadly effect. (kg)
Chassis: Heavy Humanoid w/ HarJel 400
Motive System:
Ground MP: 2 80
Jump MP: 0 0
Manipulators:
Left Arm: Battle Claw 15
Right Arm: Basic Manipulator 0
Armor: Standard 200
Armor Value: 8 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
Medium Pulse Laser (12 shots) Body 3 800
Anti-Personnel Weapon Mount RA 1 5
SRM Variant
Heavy Recoilless Rifle (20 shots) LA 3 325
Anti-Personnel Weapon Mount RA 1 5
Flamer (10 shots) RA 1 150
SRM 5 Launcher (3 shots) Body 4 325

97
ELEMENTAL II (X)
Field Testing Summation: Elemental Prototype make up for the loss of jump distance, the myomer
Refit boosters enable the Elemental II (X) to achieve a
Producer/Site: Transitional Facility A-4, Mobile ground speed three times faster than that of the
Supervising Technician: Arnold standard Elemental, but even this became
Project Start Date: 3076 ultimately limited by the need to install its main
Non-Production Equipment Analysis: weapon—a micro pulse laser—in a detachable
Battle Armor Myomer Booster weapon pack mount.
Manufacturer: Transitional Facility A-4 Backing up the Elemental II (X)’s primary
Primary Factory: Mobile weapon—and often filling in for it if the laser is
Cost: discarded in battle—is a light machine gun,
Battle Value 2.0: 46 mounted under the right forearm. An anti-
BattleForce: personnel weapon mount was also added to the
Optional Rules: left forearm to provide a little extra firepower at
the trooper’s discretion. Protected by enough
standard battlesuit armor to offer the same
OVERVIEW protection as the lighter Elemental, the II (X) design
Reportedly developed in a mobile facility is still a deadly contender in the battlefield, easily
en route to the Inner Sphere, the Elemental II (X) is capable of savaging almost any of the Inner
a prototype battle armor developed by Clan Hell’s Sphere’s first-generation suits and many Clan
Horses to integrate the capabilities of the standard models, but its limited mobility and flexibility,
Elemental battlesuit (known to many in the Inner combined with its increased weight, have left the
Sphere as “Toad” armor) with myomer-boosting Clansmen who designed it less than enthused.
technology. The goal of this experimental design Only a couple handfuls of Elemental II (X)
was to enhance the Elemental as the Clans’ “gold battlesuits have been seen to date, operating in
standard” in battle armor design, and produce a the Horses’ new capital city enclave on Csesztreg,
more effective general-purpose suit. and no more seem to be in the making (in part
The result, evidently, failed to impress the because its transitional production facilities are
Horses leadership. themselves undergoing a major relocation). There
In order to balance mobility, firepower, are reports, however, that the Clan’s engineers are
armor, and the capabilities of the battle armor planning to revisit the battle armor’s design, to see
myomer booster system, the Clan engineers if they can yet save the initial concept and offer a
wound up increasing the Elemental II (X)’s total capable successor to the venerable Elemental.
mass by fifty percent. At this weight and size, the
suit could sustain its standard protection level, and
even retain its trademark battle claws, but its
maximum jump radius was diminished, and the
flexibility needed to execute anti-’Mech attacks
was lost. The Elemental II (X) could still be field-
deployed by friendly Omnis, but one of its
deadliest functions was lost in the bargain. To

98
Type: Elemental II (X)
Technology Base: Clan (Experimental)
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1500 kg
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes
Notes: *The Elemental II has a maximum Ground MP of 1 and may not jump while carrying the DWP-mounted Micro Pulse Laser; Features the following Design Quirks: Bad
Reputation, Prototype

Equipment Slots Mass


(kg)
Chassis: 400
Motive System:
Ground MP: 3* 80
Jump MP: 2* 250
Manipulators:
Left Arm: Battle Claw 15
Right Arm: Battle Claw 15
Armor: Standard 250
Armor Value: 10 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Light Machine Gun (50) RA 1 75
Anti-Personnel Weapon Mount LA 1 5
Micro Pulse Laser (34 shots) Body 1 125
Detachable Weapon Pack
Battle Armor Myomer Booster Body 3 250

99
GNOME
Mass: 1,500 kg By the time of Operation Revival, battle other Clan battlesuit designs. Since its debut, the
Manufacturer: Clan Hell’s Horses armor development among the Clans had battlesuit has found its way into other Clans
Primary Factory: Niles stagnated. All Clans—even the Horses—had through various Trials, and it remains a mainstay of
Cost: grown convinced that the standard Elemental most Hell’s Horses front-line Clusters. In fact,
Battle Value 2.0: 83 (Standard) battlesuit could not be usurped from its place as thanks to more recent advances in battlesuit
68 (Upgrade) the pinnacle of armored infantry technology. design, the Horses have reportedly begun to field a
BattleForce: The Inner Sphere’s response, however, more flexible upgrade, which makes the 2-shot
Optional Rules: soon proved otherwise. Within just a few short Advanced SRM pack detachable and adds modular
years of the invasion, word filtered back to the arm mounts that typically replace the standard ER
homeworlds of Inner Sphere battlesuits appearing small laser with two Bearhunter support
OVERVIEW in broad varieties to match those of the Clans’ autocannons. This design is apparently intended to
In 2870, Clan Hell’s Horses fielded the first unique infantry troops. Among these answers to challenge the offensive capabilities of the Ghost
genetically bred infantry truly worthy of a new the Elemental was the Draconis Combine’s Bears’ new super-heavy Golem.
battle armor system developed by Clan Wolf two Kanazuchi, a heavy battlesuit capable of even
years earlier. Longstanding advocates of infantry’s withstanding a hit from Clan-made particle
cannons. NOTABLE TROOPERS
continued value in BattleMech-dominated warfare,
the Horses’ breeding protocols—combined with Inspired, Clan Hell’s Horses took the lead Khan Malavai Fletcher: The most
the advanced power armor that gave their new in developing a new generation of battle armor, notorious Gnome pilot to date and also the Khan
infantry the ability to take on opponents quickly working to produce the first Clan-made who presided over the birth of the heavy Clan
immensely greater than themselves—firmly heavy battle armor, the Gnome. Based on the battlesuit, Khan Malavai Fletcher of Clan Hell’s
established what would become known as the original Rhino’s specifications, the Gnome—which Horses was also the first to take one into battle
Clan Elemental phenotype. drew its name from mythical creatures associated against Clan Ghost Bear during a routine Trial of
In an effort to expand upon the utility of with the earth—achieved twice the speed as the Grievance against his Clan’s ancient enemies.
battle-armored infantry, the Horses—and others— Kanazuchi and even boasted the mobility of Showing no mercy to the Clan whose 3046 assault
initially explored numerous variants on the Wolf integral jump jets that the Combine battlesuit against the Horses’ capital world of Niles left him
Clan’s standard battlesuit, including the heavy lacked. With a Clan-made ER small laser and an horribly maimed, Fletcher’s vendetta-fueled
Rhino design, which added thicker armor and improved two-shot SRM-2 launcher that mimicked ruthlessness in battle racked up an impressive list
heavier firepower at a significant cost in mobility. the reach and accuracy of a man-portable Streak of kills, most made while encased in Gnome battle
But before the first Rhinos even completed testing, system, the Gnome also boasted vastly superior armor modified to interface with his cybernetics.
the flexibility and balance of the Wolves’ revised firepower to the Spheroid design, while falling only During his Clan’s abortive “war” against the Ghost
standard battlesuit—the Elemental—had already slightly short in protection. Debuting in 3056, the Bear Occupation Zone, Fletcher boasted twenty-
claimed its place on the battlefield in live trials and Horses’ Gnome quickly spurred a series of other nine Ghost Bear kills in his Gnome battlesuit—a
set the standard by which all battle armor would specialized battlesuit designs among the Clans, figure that included both Elementals and
be measured since. The ponderous, including the Fire Mandrills’ fire-resistant BattleMechs. But this record would prove to be the
overspecialized Rhino (and its kin), deemed unable Salamander and the Goliath Scorpions’ aquatic last gasp of the mad cybernetic Khan’s career, as
to compete, was abandoned as all Clans raced to Undine, unleashing a new wave in battle armor the Horses were soon defeated and ejected from
match or produce their own version of the technology. their small occupation zone within months of their
standard Elemental suit. Though dubbed assault-class armor, the invasion. As a result of the defeat and a call of no
Gnome would eventually be eclipsed in size by confidence, Khan Fletcher was deposed and slain

100
by one of his own, Star Colonel James Cobb, who Type: Gnome
has since taken Fletcher’s place as Khan of the Technology Base: Clan
Hell’s Horses. Equipment Rating: F/X-X-E/F
Chassis Type: Humanoid
Star Commander Vishnu: Interestingly Weight Class: Heavy
enough, the commander of the heaviest full Star of Maximum Weight: 1,500 kg
Elementals in the Ghost Bears’ garrison on Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No
Rasalhague is actually a Hell’s Horses warrior Notes: None.
captured (along with her Gnome battlesuit) in the
Bears’ reconquest of Vorarlberg when Khan Equipment Slots Mass
Fletcher’s invasion failed in 3064. Despite (kg)
numerous challenges and Trials—many on the Chassis: 400
basis of her origins—Vishnu has managed to Motive System:
regain her warrior status and a prestigious Ground MP: 1 0
command in the Dominion Touman. Her devotion Jump MP: 2 250
to her new Clan was best demonstrated when she Manipulators:
took part in the 3068 defense of Rasalhague, Left Arm: None
scoring four kills while battling her former Right Arm: Heavy Battle Claw 20
comrades in the Hell’s Horses Watch. Armor: Standard 350
Armor Value: 14 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
ER Small Laser (20) RA 2 350
Advanced SRM 2 (2 shots) Body 3 130
Upgrade
2 Modular Weapon Mounts RA/LA 1 (2) each 20
2 Bearhunter Superheavy AC (20 x 2) RA/LA 2 each 300
Detachable Adv. SRM 2 (2 shots) Body 3 140

101
ROGUE BEAR HEAVY ARMOR
Mass: 1,500 kg Though it is lighter than the Golem, the Rogue Bear, second-line Clusters staged across the Ghost Bear
Manufacturer: BA Facility Gamma with its torso-mounted missiles and twin arm- Dominion, including the recently activated First Tyr
Primary Factory: Mannendorf mounted machine guns, is clearly patterned on the Assault Cluster stationed on the former Free
Cost: Golem—so much so that initial reports confused Rasalhague Republic capital of Orestes. This is
Battle Value 2.0: 67 the two designs, especially after the Hell’s Horses’ particularly striking considering that the First Tyr is
BattleForce: recent debut of a more mobile Fast Assault Golem primary manned by ethnic Rasalhagians and was
Optional Rules: variant. Careful analysis, however, soon revealed formerly known as the First Tyr Regiment before
that the Rogue Bear was a completely new model, the Ghost Bears annexed the remains of the
engineered along similar lines, but built lighter and Republic. After the former KungsArmé
OVERVIEW with a different focus in mind. command—then undergoing retraining in Clan-
In 3074, following a devastating Word of Where the Golem is a hulking monster style organization and tactics—narrowly avoided
Blake attack on Radstadt, the Ghost Bear Clan best suited to heavy assault formations or destruction during the brutal fighting on Radstadt
suddenly and overwhelmingly launched a no- defensive operations, the Rogue Bear is a rapid in 3074, the Bears apparently chose to reward
holds-barred assault against the Word of Blake responder for a battlesuit its size. At the same time, these abtakha troops with the first run of Rogue
forces operating within the Draconis Combine, its weapons load and armor design appear far less Bear suits and other Clan equipment.
hitting the Word-occupied worlds of Luthien and sophisticated than those of the Golem,
Pesht with a Galaxy of troops each. Demonstrating underscoring the notion that this suit is not meant
so much to serve as a shock troop as it is a NOTABLE TROOPERS
a brutality in combat scarcely matched by the
Word itself, the Bear forces have left few survivors secondary, supporting element. Slow overland but Point Commander Igmar: Born on
in their wake, going so far as to execute warriors capable of sixty-meter jumps under terrestrial Tukayyid in 3051, Igmar Ohlson lived under the
trapped in their own downed cockpits. The sheer gravity, the the Rogue Bear only carries three specter of the Clan invasion and ComStar
volume of troops committed to this new campaign hundred twenty-five kilograms of standard overwatch for practically his entire life. Raised in
has been massive, with intelligence agencies and armor—merely 30% more then a standard the shattered, post-Invasion Republic, Ohlson
observers in the Combine and elsewhere Elemental. Its primary weapons consist of a four- adopted many of the common Rasalhagian
estimating that no less than fifty percent of the shot, three-tube SRM launcher hardwired to its attitudes towards mercenaries and the Clan
Bears’ entire Touman is on the move. back and an antipersonnel machine gun in each invaders, as well as a general distrust toward all
Given the further evidence that the Clan arm. The missile launcher’s hard-mounted nature outsiders. Coming of age at the onset of the Jihad,
Occupation Zones have experienced a major makes this suit bulky even under optimum Ohlson quickly developed a new hatred for the
upheaval, expert analysis has suggested that this conditions, but this feature suggests a pressing Word of Blake after Blakist troops sacked his
extreme deployment has left the Bears’ Dominion need to discard as little as possible, even in homeworld, and he laid some of that blame on
even more vulnerable to attack. However, recent combat. Meanwhile, for ultra-close combat (as well ComStar as well. In 3068, he joined the KungsArmé
findings—including revelations of several new as the ability to mount up on Omni units for fast with dreams of driving the Word and ComStar out
’Mech and battle armor designs currently transport), the Rogue Bear uses vibroblade- of his realm forever, and his raw physical strength
undergoing widespread deployment—have enhanced battle claw manipulators. and aptitudes won him a place in the battle armor
shown that not only have the Bears seen to the Unlike other newly developed units corps and an eventual assignment to the First Tyr.
security of their hard-won worlds, they have joining the Ghost Bears’ Touman, the Rogue Bear When the Ghost Bears later came to “liberate”
ensured that the defenders are well equipped. has not appeared among the commands engaging Tukayyid and simultaneously presented an offer of
The Rogue Bear heavy battlesuit was first the Word of Blake. Instead, this armor—still in alliance with the Rasalhague Republic, Ohlson was
spotted in Ghost Bear garrisons in December 3073. limited numbers—has turned up among a few one of many Rasalhagians who found themselves

102
conflicted and angry. Despite this, he swore his Type: Rogue Bear
loyalty to the Republic and its people, which—to Technology Base: Clan
him—included those living under the Bears’ Equipment Rating:
Dominion. In early 3074, the First Tyr was called Chassis Type: Humanoid
upon to help purge a Blakist terror cell on Radstadt Weight Class: Heavy
that turned out to be the 43rd Shadow Division. As Maximum Weight: 1,500 kg
one of the few survivors of the devastating battle, Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No
Ohlson’s heroic actions in covering a fighting Notes: None.
withdrawal by Rasalhagian and Ghost Bear troops
won him a Trial of Position for the rank of Point Equipment Slots Mass
Commander and a Rogue Bear battlesuit—fresh (kg)
from the factory—to replace the Kobold he lost on Chassis: 400
Radstadt. Motive System:
Ground MP: 1 0
Jump MP: 2 250
Manipulators:
Left Arm: Battle Claw (Vibro) 50
Right Arm: Battle Claw (Vibro) 50
Armor: Standard 325
Armor Value: 13 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Machine Gun (50 shots) LA 1 100
Machine Gun (50 shots) RA 1 100
SRM 3 (4 shots) Body 3 225

103
ROGUE BEAR-HR
Field Testing Summation: Rogue Bear Hybrid zero atmosphere environments. For the second This continuing debate has apparently slowed
Refit factor, Hitomi managed to mesh the operational down any potential mainstream production of the
Producer/Site: BA Facility Gamma, Mannendorf capabilities of Clan and Inner Sphere technologies Rogue Bear-HR, but at this point, it is too early to
Supervising Technician: Sven Hitomi by using basic, Clan-made, radar-absorbing tell if this is a permanent situation, or if Hitomi and
Project Start Date: 3078 thermal plates, mated with a Spheroid-designed Koslow have decided to take their hybrid back to
Non-Production Equipment Analysis: visual camouflage system. The result gives the the drawing boards.
Inner Sphere Partial Wing Rogue Bear-HR the ability to move as swiftly as the
Inner Sphere Camo System conventional Elemental battlesuit, and conceal
Manufacturer: BA Facility Gamma itself almost as well as the mimetic battle armor
Primary Factory: Mannendorf the Word of Blake favors.
Cost: The fusion of these technologies is
Battle Value 2.0: 48 reportedly quite good, but not exactly perfect.
BattleForce: Minor glitches have cropped up in various stages
Optional Rules: of the testing for all five of the Rogue Bear-HR suits
Hitomi and his team have produced, and some
grumbling among potential HR troopers has been
OVERVIEW reported in resistance to the “unClanlike” stealth
As if in response to the efforts of their concept. Another complaint some troopers have
ancient enemies, Clan Ghost Bear has also been voiced regards the loss of almost a quarter of the
developing experimental battle armor of its own. Rogue Bear’s armor to the stealth equipment and
Rather than turning to the classic models, the wing apparatus, as well as the loss of the heavy
Bears’ efforts have actually focused on using a suit’s four-shot SRM launcher and its vibro-claws.
comparatively new design, the heavy Rogue Bear, Hitomi and Koslow have calmly
as the platform for their newest project, which— responded to these detractors by explaining the
much like the Ursus-HR—aims to integrate Inner central function of the Rogue Bear-HR is not to
Sphere and Clan technologies. confront heavily armored opponents, but instead
The project is evidently the brainchild of to act as an infiltration and recon unit. Recognizing
Sven Hitomi, a native Rasalhagian who now serves the benefits of native Rasalhagian cooperation
the Ghost Bears as a chief technician, and Överste with the Clan-ruled Dominion, the Rogue Bear-HR
Jack Koslow, a retired member of the Rasalhague is built to help locate and contain (or eliminate)
Kungsarmé. Based on Koslow’s principles of pockets of rebels and terrorists, such as Motstånd.
enhanced infantry reconnaissance, Hitomi’s Critics remain somewhat unconvinced by these
approach aimed at granting the Rogue Bear the arguments, however, because they feel that even
mobility of lighter battlesuits, and the stealth in that role, the Rogue Bear-HR is lightly armed.
capabilities of Inner Sphere infiltration armor. The The armor’s single machine gun and anti-
addition of a partial wing system, inspired by the personnel mount, after all, is barely sufficient for
Draconis Combine’s Kage battlesuits, easily “containing” large groups of hostile insurgents, no
addresses the first factor by giving the Rogue Bear matter how much of a surprise the stealth
an extra thirty meters of distance with every jump, equipment and enhanced mobility provides.
though this advantage would be lost in low-to-

104
Type: Rogue Bear-HR
Technology Base: Mixed Clan (Experimental)
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1500 kg
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes
Notes: *Jump MP incorporates effect of Partial Wing (IS); Includes Camo System (Movement Modifiers +2/+1/+0), and Basic Stealth Armor (Range Modifiers 0/+1/+2; Invisible
to Probes); Features the following Design Quirks: Non-Standard Parts, Prototype

Equipment Slots Mass


(kg)
Chassis: 400
Motive System:
Ground MP: 1 0
Jump MP: 3* 250
Manipulators:
Left Arm: Battle Claw 15
Right Arm: Battle Claw 15
Armor: Basic Stealth 3 300
Armor Value: 10 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Anti-Personnel Weapon Mount RA 1 5
Machine Gun (50 shots) LA 1 100
Partial Wing (IS) Body 1 200
Camo System (IS) Body 1 200

105
THUNDERBIRD BATTLE ARMOR
Mass: 1,500 kg on Irece and was presented with nothing. More outfitted with above-average laser armament,
Manufacturer: Barcella Battlearmor Facility accurately, the scientist caste presented him with a though the anti-personnel Gauss rifle, traded from
Primary Factory: Irece roadmap of new technologies that started with the Sharks, has also become a standard
Cost: new armor composites emulating reflective configuration. The craftsmanship of the suit itself is
Battle Value 2.0: 50 (AP Gauss) properties and ended with projected ballistic of high quality and the Thunderbird should be a
58 (ER Laser) weapons akin to miniature autocannons. The strong addition to the Cats’ Rabid suits and
52 (Pulse Laser) technicians presented a hugely overweight frame Combine-built Voids and will likely lend itself to
BattleForce: using a VTOL propulsion system . . . with the caveat future modification and improvement.
Optional Rules: that it could not take off yet and even a first test A recent raid on Labrea, in October of this
flight was many months away. Finally, the year, was the Thunderbird’s test of fire. An
merchant representatives scoffed at this Elemental Trinary of the 489th Assault Cluster
OVERVIEW “Thunderbird” and insisted that whatever the under the lead of Star Captain Daniel Devalis used
The only Clan in the Inner Sphere led by result, the Barcella Battlearmor manufacturing lines their mixed suits to such great effect that they
an Elemental is Clan Nova Cat, yet it is also the only would not be able to produce it. fought back the attackers without any outside aid.
Clan currently unable to manufacture the In a testament of self control and calm The raiders’ vehicles were badly damaged by Rabid
Elemental battle armor. The Nova Cats have had to Santin West politely, but firmly, commended the missiles and hostile Inner Sphere battle armor was
rely on the Diamond Sharks and even the Draconis scientists and told them to take their work offsite completely outranged and outgunned by the
Combine to supply its battle armor forces, as they immediately. The chief technician then protested Thunderbirds. The raiding ’Mechs found their
can only produce the “Rabid” variant of the Clan when his Khan ordered the frame to be stripped of support rendered ineffective and withdrew under
Medium suit. Even the Rabid’s manufacture all extras and be made production-ready within threat of Rabid swarms and heavy fire from the
requires the assistance of the Diamond Sharks for the year. After the Chief Tech’s body was removed, Thunderbirds.
production. At the height of the Jihad, facing his replacement affirmed the Khan’s vision It has become quite clear that the Nova Cats are
heavy combat losses, Exarch Stone worked on enthusiastically; an enthusiasm that the merchant currently intending the Thunderbird for their own
behalf of the Nova Cats securing replacement factor mirrored completely. Progress on the project exclusive use, even to the exclusion of deployment
armor from the Jade Falcons. When the Falcons went swiftly forward with a finished product to their RAF contingents. Despite repeated
later learned this armor was given to the Nova beginning production early this year. The final inquiries it has not been offered for sale to the
Cats, it caused considerable friction and forced the product retained its originally derisive moniker in a Diamond Sharks or any other contacts, including
Exarch to smooth over ruffled feathers, marking moment of irony, and so the Thunderbird became their nominal DCMS allies. (Our intelligence service
this as clearly a one time solution. the Nova Cats’ new mainline battle suit. has noted recent visits of Kuritan scientists to the
Khan West found himself preoccupied Its performance – on paper – is close to Irece facility, but this may have been unconnected
with the Jihad offensives, and so tasked the the original goal, that of finding a replacement for to the new suit.) The Thunderbird has not yet been
creation of a replacement for the Elemental suit to the Elemental. While protection is on par with the deployed against the Ghost Bears despite ongoing
a team comprising scientists, technicians, and ubiquitous suit, the Thunderbird’s heavy design skirmishes on Labrea. While this may be a
merchant caste back on Irece. Santin West’s leaves it ineffective for the anti-’Mech attacks that precaution against loss as isorla, it is possible that
attention finally returned to this important project make the Elemental so feared. On the other hand, the Nova Cats want to prevent a direct match-up
in 3084 after the Jihad and its aftermath. the Thunderbird is more mobile than most heavy against the heavier Golem.
In a memorable scene recounted by one suits and its comparatively light armor gives it a
of Devlin Stone’s liaisons, the Khan was visibly very impressive payload capability. Prudent use of
shaken when he visited the onsite project rooms this capacity sees the standard Thunderbird

106
Type: Thunderbird
Technology Base: Clan
Equipment Rating:
Chassis Type: Biped
Weight Class: Heavy
Maximum Weight: 1,500 kg
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No
Notes: None.

Equipment Slots Mass


(kg)
Chassis: 400
Motive System:
Ground MP: 1 0
Jump MP: 3 250
Manipulators:
Left Arm: Heavy Battle Claw (Vibro) 60
Right Arm: Basic Manipulator 0
Armor: Standard 250
Armor Value: 10 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Modular Weapon Mount RA 1 (2) 10
AP Gauss Rifle (20) -- 2 200
ER Small Laser (20) -- 2 350
Small Pulse Laser (14) -- 1 400
Jump Booster Body 2 125

107
GOLEM ASSAULT ARMOR
Mass: 2,000 kg modern warfare. In close quarters, a pair of Ghost jump jet system. This Golem variant uses the same
Manufacturer: Bergan Industries BA Annex, Bear-made superheavy infantry autocannons (the detachable missile pack used on the Rock Golem
Transitional Facility A-4 Clan’s equivalent to the Hell’s Horses’ Bearhunter”) but carries only a single standard machine gun in
Primary Factory: Alshain (Ghost Bear), makes it possible for even a lone trooper to make its right arm, while the left sports a generic anti-
Mobile (Hell’s Horses) quick work of conventional infantry by platoon- personnel weapon mount.
Cost: fulls. Backing up these arm-mounted guns is a five- For their part, the Ghost Bears have not
Battle Value 2.0: 125 (Standard) tube, detachable advanced SRM launch system introduced any new variants of their own Golems.
113 (“Rock Golem”) with two shots, ideal for scouring armor off Instead, a completely separate design—apparently
73 (Fast Assault) vehicles, ’Mechs, or even other battle armor. intended for secondline deployment—dubbed the
BattleForce: The Ghost Bears’ efforts to recover from Rogue Bear clearly uses the Golem’s basic chassis as
Optional Rules: The Fast Assault Golem may the double impact of the Horses and Combine a template.
mount a single AP weapon weighing up to 10 kg. invasions slowed the development and eventual
The Rock Golem has 1 Ground MP when carrying widespread production of the Golem for several
detachable weapon packs, and returns to 2 Ground years while ’Mech and aerospace forces took NOTABLE TROOPERS
MP when the weapons are dropped. temporary priority. Battle armor recovery—largely Jaszko: Star Commander Jaszko (of
dominated by proven “standard” Elemental the Vong Bloodhouse) has had a checkered career
designs—took slightly longer, but eventually the in Clan Ghost Bear. Once seen as something of a
OVERVIEW Golem found its niche. ristar, Jaszko was assigned to the Third Claw
Clan Ghost Bear began development of The Golem’s proven performance Cluster of Zeta Galaxy (the Claws of the Ghost
the Golem class assault battlesuit in 3064. Inspired eventually inspired the Hell’s Horses’ variants, the Galaxy) after the war between the Dominion and
by the Hell’s Horses’ Gnome and the Draconis Rock Golem and the Fast Assault Golem. The Rock the Draconis Combine. A Point Commander whose
Combine’s Kanazuchi—two newer battle armor Golem, first appearing in 3072, uses the same basic Dominion-Combine war record included two
designs debuted by enemies who attacked the chassis and armor design as the standard model ’Mech kills and over a dozen battle armor kills,
Ghost Bears’ Dominion in the early 3060s—the but drops the “Bearhunter” autocannons and Jaszko earned a place in the same Trinary as a
Golem was designed to be the last word in assault downgrades the torso launcher to a detachable fellow war hero, Star Captain Jake Kabrinsky.
battle armor. Though it took the Bears a long time one-shot standard SRM-5 system. The arm The two warriors, according to sketchy
to produce, this battle armor has become almost weapons, replaced now with heavy recoilless rifles, reports, took an instant dislike to each other and
ubiquitous among frontline forces and many use the Horses’ new detachable weapon pack clashed often both on and off the field. During the
Elemental-heavy Clusters since 3070. (DWP) system to offset their load on the suit’s 3068 Hell’s Horses raid on Rasalhague, Jaszko’s
When the Golem finally debuted in design, producing a significant loss in the armor’s Point was noticeably and inexcusably late in
September of 3067, the massive battlesuit mobility as a result. The increased range and lending vital support that might have prevented a
demonstrated that the Bears had indeed learned hitting power of the rifles against armored targets, great deal of damage and the Horses’ capture of
well from their longtime foes in Clan Hell’s Horses. however, makes the Rock Golem a challenge few Kabrinsky himself (who, it turns out, was the
Weighing in at a massive two tons and layered can ignore. primary objective of the attack). His career stained
with enough flame-resistant armor to survive The Fast Assault Golem, also developed by this act, Jaszko was reassigned to the Ghost
virtually any conventional weapon (short of an by the Horses, is an even more radical design in Bear Watch.
assault-class autocannon or artillery missile), the which the fire-resistant armor is swapped out for In 3074, Jaszko’s sector of the Ghost Bear Watch
Golem may be slow, but it can weather some of the standard battlesuit plates, and the ground motive was called upon to investigate a possible Word of
thickest fighting an infantryman can expect in systems have been lightened in favor of a boosted Blake terror cell operating among Radstadt’s weak

108
anti-Dominion resistance. But when the “terror cell” turned out to be a Word of Equipment Slots Mass
Blake Shadow Division, the simple investigation quickly became a war for the (kg)
planet. It was during this brutal fighting that Jaszko managed to obtain access to Armor: Fire Resistant 5 540
a Golem battlesuit and fought with several Manei Domini ground troops. (Standard/”Rock”)
Critically wounded when enemy forces ultimately overran him, Jaszko Standard (Fast 450
barely survived to be evacuated from Radstadt, and he required extensive Assault)
reconstructive surgery that included prosthetic implants. In the course of his Armor Value: 18 + 1 (Trooper) (Standard/”Rock”)
recovery, Jaszko—burning with a newfound thirst for revenge—also demanded 18 + 1 (Trooper) (Fast Assault)
to take on EI neural implants and successfully lobbied to return to the field as a
warrior again. As of this writing, he reportedly serves with the Ghost Bear forces Weapons and Equipment Location Slots Mass
currently assailing Word of Blake positions across the Draconis Combine and has (Capacity) (kg)
personally claimed the lives of over a hundred known Blakist troops and their Standard
supporting mercenaries—but some of his superiors have voiced alarm about Bearhunter Superheavy AC LA 2 150
what appears to be growing signs of early mental breakdown attributed to Bearhunter Superheavy AC RA 2 150
Jaszko’s implants. Detachable Advanced SRM-5 Body 5 290
(2-shots)
Rock Golem
Heavy Recoilless Rifle LA 1 245
Type: Golem (Detachable Weapon Mount)
Technology Base: Clan Heavy Recoilless Rifle RA 1 245
Equipment Rating: (Detachable Weapon Mount)
Chassis Type: Humanoid Detachable SRM-5 (One shot) Body 3 110
Weight Class: Assault Fast Assault
Maximum Weight: 2,000 kg Machine Gun RA 1 100
Swarm/Leg Attack/Mechanized/AP: No/No/No/No Detachable SRM-5 (One shot) Body 3 110
AP Weapon Mount LA 1 5
Equipment Slots Mass
(kg)
Chassis: 700
Motive System:
Ground MP: 2 (Standard/”Rock”) 160
1 (Fast Assault) 0
Jump MP: 0 (Standard/”Rock”) 0
2 (3) (Fast Assault) 625
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0

109
IRONHOLD ASSAULT BATTLE ARMOR
Mass: 2,000 kg Mounting jump jets that propel it an 3077 the Lyran thrust of the Coalition advance hit
Manufacturer: Olivetti Weaponry impressive sixty meters, the suit utilized standard Shiloh. Believing the world to be better defended
Primary Factory: Sudeten armor molded to ensure safe jumps. Despite than intelligence indicated, Duke Kelswa-Steiner
Cost: lacking the almost-trademark fire-resistant armor used two of his combat groups, including the
Battle Value 2.0: 77 (Standard) of other Falcon specialty suits, its defenses were Falcon Alpha and Wolf Delta Galaxies, to execute
108 (Fire) impressive. The Gauss weapons offered excellent an assault on a key Shiloh military base. Once
BattleForce: tactical range compared to other direct-fire taken, the base had to be held in the face of
Optional Rules: weapons and good endurance compared to determined Blakist efforts to dislodge them. In the
missiles. Their firepower was deemed respectable tight confines of the base, the Ironholds’ jump jets
against armored targets and extremely deadly and thick armor made them brutally effective
OVERVIEW against infantry. Thus was born a suit that for the against lighter Blakist battle armor and light tank
The Ironhold assault battle armor is Clan first time balanced all three parameters of Jade forces.
Jade Falcon’s answer to the myriad other assault Falcon battle armor design. The Ironhold found an enthusiastic
suits that have proliferated since the mid-3050s. As soon as Project Ferrum was ready for reception amongst warriors. Falcon Elementals,
Designed by the scientist caste in close trial deployment, it was renamed Ironhold. previously on the defensive against the
cooperation with Elementals from Gamma Galaxy, Choosing their homeworld as the name for the conventional assault units of Clan Hell’s Horses and
it went through a furious development process new suit, at a time when Clan space appears to Word of Blake, could now match or exceed their
during the early 3070s. That the Jade Falcons are again be isolated from the Inner Sphere, enemies’ capabilities. The suit could be produced
ostensibly twenty years late in deploying heavy symbolized the iron will with which the Jade faster than any other assault armor due to its
battle armor can be explained by their preference Falcons pursued greatness. Within a short time, the simple construction. Today, it has spread to almost
for mobility over brute strength. Early attempts to Third Falcon Talon Cluster Elemental Trinary tested all Galaxies of Clan Jade Falcon. The Trinary who
combine attributes of assault units with standard the suit in the Periphery to great effect. Though first used the Ironhold has taken the suit to the
battle armor mobility resulted in negligible intelligence of the action remains sketchy, it has to Third Falcon Talon Cluster, now unique for
firepower. be assumed that the Ironhold excelled, as the equipping all their Elementals with it. This
The introduction of the high-powered Trinary was quickly re-deployed to the Inner extensive deployment of the Ironhold has led to
and lightweight anti-personnel Gauss rifle in 3069 Sphere. In conflicts against the Inner Sphere, the predominance of the hitherto relatively
finally offered a solution to this problem. By Elementals have demonstrated that their Ironholds obscure Jade Falcon Bang-Chu Elemental
mounting two of the weapons the technicians could replace ProtoMechs in combat. Bloodname, which dominates the Cluster.
found they could finally supply firepower befitting Despite being immediately slated for full- Once production started on Sudeten, the
a high-end suit. Soon afterward, an Elemental scale production, it took until 3077 for the responsible technicians were tasked to further
Trinary of the Third Falcon Talon Cluster was manufacturing line on Sudeten to achieve active develop the suit’s full potential. Satisfied with its
detached by order of Gamma Galaxy Commander status. The delay happened due to the various flexibility, further parameters included up-gunning
Amelia Icaza to actively participate in the conflicts the Jade Falcons were involved in that the suit and utilizing fire-resistant armor that had
development of a new suit, codenamed Project demanded an increasing flow of current armor become the norm for Jade Falcon armor. The bulk
Ferrum. This military influence guaranteed a designs. Nevertheless, the development was swift of the fireproof armor meant the Ironhold could no
speedy design phase. Lyran intelligence showed in comparison to many Inner Sphere design efforts longer be safely controlled when jumping, so the
that program was warrior-driven with complete of the same complexity. jets were removed. The lack of mobility was offset
autonomy of the team toward all other castes. It would not take long for these mass- by adding two additional AP Gauss rifles to the
produced Ironholds to be put to the test. In June of body of the suit. The fire suit, filling the traditional

110
role of a pure assault armor, has again met with Type: Ironhold
enthusiastic support from its operators. Technology Base: Clan
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Assault
Maximum Weight: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: None

Equipment Slots Mass


(kg)
Chassis: 700
Motive System:
Ground MP: 1 (Standard) 0
1 (Fire) 0
Jump MP: 2 (Standard) 500
0 (Fire) 0
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Standard (Standard) 400
Fire-Resistant (Fire) 5 480
Armor Value: 16 + 1 (Trooper) (Standard) 16 + 1 (Trooper) (Fire)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Standard
AP Gauss Rifle (20) RA 2 200
AP Gauss Rifle (20) LA 2 200
Fire
AP Gauss Rifle (20) RA 2 200
AP Gauss Rifle (20) LA 2 200
2 AP Gauss Rifles (20x2) Body 4 400

111
WARG
Mass: 2,000 kg able to ride on an OmniMech despite its mass). The the Federated Suns’ Grenadier suit for missile
Manufacturer: WC Site OZ-2 success of the Jade Falcons’ Ironhold suit was the longevity.
Primary Factory: Tamar final blow to the Wolves’ traditional focus on Unlike the League Kopis, the Warg does
Cost: mobility in their battle armor suits. With their chief not trade away armor protection to mount its
Battle Value 2.0: 94 rivals fielding a highly successful assault suit, Khan impressive firepower. Mounting an equivalent
BattleForce: Ward ordered designs for a suit that could hold a weight in armor to the Ironhold it is only out-
Optional Rules: fixed position against all but the heaviest ’Mech armored by the Golem and the new Marian Ravager
assaults. suit. Reportedly the designers had intended to fit
The Warg assault suit is the culmination anti-personnel weapon mounts on the shoulders,
OVERVIEW of a six-year ground-up design project. Starting but the bulk of the SRM launchers precluded this
The Jihad saw the borders of Clan Wolf from a base concept and eschewing outside despite repeated tinkering. The addition of a heavy
assailed on all sides. Shocked from their early technologies or assistance – reportedly the battle claw is an attempt to make up for the lost AP
offensive stance, the Wolves found themselves in a Diamond Sharks attempted to partner with the mounts, making it an added threat to anything
bloody struggle to hold onto even half of their Wolves in hopes of gaining access to the design – that approaches too closely.
occupation zone. This shift in fortunes required the the development process was glacially slow in The first combat deployments have only just taken
Wolves to reexamine their combat doctrines, comparison to the majority of new Jihad and post- place, providing us with no battlefield reviews of
giving an urgent emphasis to defensive tactics. Jihad designs. Despite, or likely because of, the the suit. Based on simulations the Warg suit will
Losing vital manufacturing to Word of Blake long development cycle, the end product has prove highly effective in tight terrain and urban
punitive strikes coupled with the return of Clan quickly captured the attention of our intelligence combat environments. The Wolves will need to
Hell’s Horses also meant that they would have to analysts. Coming in at just shy of two thousand concentrate more production on their Badger and
rely more heavily on non-BattleMech units for that kilograms, the Warg is best summed up as a Clan- Bandit APCs to make best use of the Warg, as its
new defensive doctrine. Knowing that change was built Kanazuchi. Lacking the speed of the Bears’ slow speed limits its offensive uses considerably.
needed and having resources and time to act on Golem or jump jets of the Falcons’ Ironhold, it is
that knowledge would mostly escape the Wolves counter to the standard Clan mobile doctrine. But
for the rest of the 3070s. Only in the post-Jihad era again like the Kanazuchi it trades mobility for
have they begun to slowly rebuild their forces, and firepower. With the mass to mount multiple
with that we are seeing signs of a more even weapon systems, the Warg takes full advantage of
balance of defensive to offensive ability. The Warg this to allow it to serve ably in multiple combat
Assault Battle Armor is a clear concession to the roles from infantry suppression to direct anti-’Mech
need for more capable defensive combat units. combat. The right arm small pulse laser provides
Inventors of the first Elemental suits, the the primary firepower, equally effective against
Wolves were also the first to pioneer mobile armored combat units and conventional infantry.
deployment via OmniMechs. It is therefore When it adds the left arm-mounted light machine
unsurprising that they have focused the use of gun it can effectively destroy an infantry platoon in
battle armor in support of their front-line seconds. Dual shoulder-mounted SRM launchers
OmniMech forces. Even with every other military are a nearly ubiquitous in Clan suits, but the Warg’s
around them fielding heavy assault suits, it was not mass allows it to carry three full reloads for the two
until after the Jihad that Clan Wolf even considered SRM 3 racks, giving it more depth of firepower than
fielding a suit heavier than the Gnome (which is still any other Clan design and coming close to rivaling

112
Type: Warg
Technology Base: Clan
Equipment Rating:
Chassis Type: Biped
Weight Class: Assault
Maximum Weight: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: None.

Equipment Slots Mass


(kg)
Chassis: 700
Motive System:
Ground MP: 1 0
Jump MP: 0 0
Manipulators:
Left Arm: Heavy Battle Claw 20
Right Arm: Basic Manipulator 0
Armor: Standard 400
Armor Value: 16 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Small Pulse Laser (28) RA 1 405
Light Machine Gun (50) LA 1 75
SRM 3 (3 shots) Body 3 195
SRM 3 (3 shots) Body 3 195

113
114
115
GLADIATOR-S EXOSKELETON
Mass: 400 kg SHDL pit fighters in Heatherton—a small city on transportation. The suit also received a set of
Manufacturer: StarCorps Industries the fringe of the Tangerine Desert. downscaled mechanical boosters for short, thirty-
Primary Factory: Emris IV Oteke, no longer able to fight after losing meter hops. While these boosters are completely
Cost: his left leg in the SHDL’s final push into the ineffective for quick mobility—the newly
Battle Value 2.0: 9 International Zone, was instrumental in helping redesigned leg and myomer structure takes care of
BattleForce: StarCorps redesign the venerable Gladiator. Based that—they are useful when the trooper finds
Optional Rules: on the Spider—Oteke’s own custom design, and himself in a pinch. The Gladiator-S can thus vault
one of the last produced by Solaris Arms before most single-level dwellings and clear rough terrain
their collapse—the so-called Gladiator-S series patches as needed, often to the surprise of an
OVERVIEW mounts a magnetic clamp system on the opponent not used to seeing the exoskeleton in
The concept of the pit fighter on Solaris exoskeleton’s torso and legs. Oteke, known for action.
was just coming into vogue when the Jihad swept hiding along the metal-girded ceilings of the Much of StarCorps’ selling strategy relies
over the Game World. Armed with simple industrial underground tunnel networks beneath Solaris City, on footage from the Solaris occupation and several
exoskeletons, these combat fighters lived on the used these clamps to stay in place, dropping down pit fights that feature Oteke’s achievements with
edge of Solaris society, competing in smaller on unsuspecting Word of Blake ’Mechs to tear into his custom suit. At times, Oteke occasionally
venues well outside of Solaris City proper and them with his right-hand vibro battle claw. teaches interested mercenaries other tactics that
hoping for the day when some talent scout from a At the Jihad’s peak battle armor sales make effective use of the clamps and boosters.
larger stable or cooperative would witness their shot through the roof as larger militaries began Interestingly, production of the Gladiator-
single moment of glory. buying up as many supplies and replacement parts S is extremely limited. StarCorps decided not to
The Jihad changed all that. as they could to feed their war efforts. Battle armor flood the market with the exoskeleton,
As Erik Gray and his Solaris Home became a precious commodity, difficult to find on acknowledging its weak armor protection and lack
Defense League began recruiting active resistance the mercenary market. Several companies, of a heavy punch as a poor replacement for true
members to fight the Word of Blake occupiers, StarCorps included, saw an opportunity in irregular battlesuits. Still, this suit has found some
many of the SHDL’s frontline ranks consisted of forces such as mercenaries and resistance groups, popularity among smaller mercenary commands,
these hard-luck pit fighters. Used as guards and and moved to fill it with military-modified especially those under corporate garrison
forward scouts, these men and women found exoskeletons. Though not as heavily armed or contracts in semi-hostile environments. Production
themselves in many firefights with the corrupted armored as proper battlesuits, these armed exos is made more on a pay-per-unit basis, with
Solaris police department and Blakist infantry. offered a cheap alternative, and could be used by payment negotiated before the exoskeletons are
Solaris Arms, one of the principal basic infantry with minimal training. assembled and delivered. StarCorps claims this
manufacturers of the Gladiator exoskeleton, With Oteke as their main consultant approach can also be used to properly tailor suits
suffered severe losses during the occupation. With StarCorps tweaked the original Gladiator design to their prospective users.
all of its main manufacturing facilities burned to further. Enhancing the power supply and myomer
the ground and a good portion of its inventory structure, they increased the suit’s speed by 100
“acquired” by the SHDL, the company failed to percent. Unable to mount heavy weapons, which
overcome its losses after Solaris was liberated. would severely compromise the balance and
During the liquidation all of Solaris Arms’ technical weight of the suit, StarCorps instead added two
data was sold to StarCorps, who also secured the antipersonnel weapon mounts on each arm.
services of Abasi Oteke, one of the more popular The Gladiator-S retained Oteke’s mag-
clamp to allow for quick BattleMech or vehicle

116
Type: Gladiator-S Exoskeleton
Technology Base: Inner Sphere
Equipment Rating: E/X-X-F/D
Chassis Type: Humanoid
Weight Class: Exoskeleton
Maximum Weight: 400 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: May not attempt Anti-’Mech Swarm and Leg Attacks in the same turn as it uses Jump MP. Features the following Design Quirk: Difficult to Maintain.

Equipment Slots Mass


(kg)
Chassis: 80
Motive System:
Ground MP: 4 50
Jump MP: 1 0
Manipulators:
Left Arm: Battle Vibro-Claw 50
Right Arm: Armored Glove 0
Armor: Standard 100
Armor Value: 2 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Anti-Personnel Weapon Mount RA 1 5
Anti-Personnel Weapon Mount LA 1 5
Magnetic Clamps Body 2 30
Mechanical Jump Booster -- -- 50

117
GLADIATOR EXOSKELETON “THE SPIDER”
Field Testing Summation: knees. But while there are few ’Mechs to mount in
Custom Gladiator Exo Hybrid Refit the Pits, this design mod becomes significant when
Producer/Site: Solaris Arms, Solaris combined with the suit’s final tweak: mechanical
Supervising Technician: Abasi Oteke jump boosters. Solaris Arms managed to produce a
Project Start Date: 3076 prototype downscaled version of the same
Non-Production Equipment Analysis: boosters occasionally seen on Solaran ’Mechs,
Battle Armor Mechanical Jump Boosters reducing them in size and bulk to fit on a suit as
Mass: 400 kg small as the Gladiator. Combined with the
Cost: magnetic clamps, these boosters allow Abasi to
Battle Value 2.0: 8 leap onto and attach himself to the metallic
BattleForce: structures that typically ring Pit arenas. In his
Optional Rules: favored urban sprawl zones, this has allowed him
to literally play the role of a predator spider,
dropping down on his unsuspecting opponents
OVERVIEW from overhanging structure work to tear them
Abasi Oteke is a name almost any Solaris apart with his vibro claw.
Game fan would recognize. With over twenty years
in the Games, Abasi is often referred to as the
“Grandfather of the Pits”. Despite a long string of
successes, corporate sponsorships, and
opportunities aplenty, this tall, ebony-skinned man
has continued to fight in Class 1 arenas, or “Pits” as
so many of us call them. For his sponsor, his
devotion to this venue has been to their benefit;
sales of Solaris Arms’ various exosuits always spike
up after a dramatic Abasi win. It comes as little
surprise, then, that SA is happy to keep their prize
fighter in the best technology they can find—and
his latest combat suit is no exception.
“The Spider” is a heavily modified 3076-
series Solaris Arms Gladiator exoskeleton.
Considered the gold standard for Pit fighting,
Abasi’s suit has been customized to his personal
specifications. A vibro-battleclaw provides the suit
impressive melee capability, while still leaving the
right-hand armored glove free to carry any
standard melee or ranged weapons he needs. In
what initially seems a waste of effort, magnetic
clamps were retrofitted to the suit’s elbows and

118
Type: Gladiator Exoskeleton “The Spider”
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Exoskeleton
Maximum Weight: 400 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: None

Equipment Slots Mass


(kg)
Chassis: 80
Motive System:
Ground MP: 2 25
Jump MP: 1 (Mechanical) 50
Manipulators:
Left Arm: Battle Vibro-Claw 50
Right Arm: Armored Glove 0
Armor: Standard 100
Armor Value: 2+1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Magnetic Clamps Body 2 30

119
NIGHTHAWK MK XXI PA(L)
Mass: 400 kg Sophisticated ECM and stealth capabilities made followed suit, establishing a modest
Manufacturer: Arc-Royal ’Mech Works, Krupp the design ideal for reconnaissance and covert manufacturing plant on Tukayyid. Until the
Armament Works, Niops Project Workshop III missions. Though vulnerable to heavy weapons, manufacturing facility was destroyed in 3067,
Primary Factory: Arc-Royal (ComStar), protection against small arms fire was excellent. ComStar shared the output with the SLDF, who
Terra (Word of Blake), Niops V (Niops Armored gloves allowed the use of standard deployed the Mk. XXIs with several Fury Teams.
Association) weapons (usually the SLDF’s Mauser 960 Assault Since the collapse of the Second Star League, the
Cost: System) and equipment with no loss of dexterity— Word of Blake has been using the Nighthawk to
Battle Value 2.0: 11 (Mk. XXI) a highly useful feature, as the Nighthawk lacked build up the infantry component of their
11* (Mk. XXII) integral weapons. Protectorate Militia, preserving the bulk of their
BattleForce: After successfully completing two years more advanced battle armor designs for frontline
Optional Rules: Typically armed with a Mauser of field-testing, the new suit entered service with operations. Handicapped by the loss of Tukayyid
960 Assault System. the Special Forces Command, who equipped their and the casualties suffered during the disastrous
elite Special Armed Services troops (the Case White operation, ComStar has restarted
Blackhearts) with the Nighthawk. The deployment manufacturing the Nighthawk only recently on Arc-
OVERVIEW was never acknowledged publicly, and the men Royal. With priority going to outfitting personnel
The first Star League witnessed advances and women of the SAS were so skilled that all the engaged in covert operations, deployment with
in science and technology unparalleled by any other Star League Member States ever heard were regular infantry has been spotty at best.
other time in history, fueled in part by nightmares vague rumors of some kind of advanced sneak suit. Concerned with the belligerence of
that plagued First Lord Jonathan Cameron. Attempts to develop a combat-orientated version neighboring Periphery states, the Niops
Obsessed with preventing the destruction of the for deployment in SLDF Royal Divisions produced Association dug into their First Star League records
League and the fall of Terra, the First Lord the Mk. XXII, but the Amaris Coup and the fall of and started production of both the Nighthawk Mk.
launched an ambitious program to build up the the Star League prevented that version entering XXI and the combat-oriented Nighthawk Mk. XXII.
Terran Hegemony’s defenses. New BattleMechs, full production. With the outbreak of the In 3071 the Marian Hegemony’s VI Legio
AeroSpace fighters, and WarShips were developed, Succession Wars both versions were all but lost. Ripariensis attempted to raid Niops V, but they
and the Hegemony was fortified with a formidable But the Nighthawk research went with the Star were totally unprepared for their first encounter
network of automated weapons platforms and League Defense Force when they followed General with power-armored infantry. When Legatus
drones that came to be known as the Space Aleksandr Kerensky into exile, becoming the seeds Onufry Sopaczak’s Starslayer went down under a
Defense System. of what would become battle armor. swarm of Nighthawks, the invaders broke and ran.
Although commercial exoskeletons had ComStar retained a few Mk. XXIs, which Small numbers of Nighthawks captured
been in use since the early space age, they had were uncovered when Jerome Blake took control from the Word of Blake have started to surface on
never been successful in a combat role. It took of Terra. Attempts to duplicate the design the arms market. While the House militaries
some of the best engineers in the Hegemony produced the inferior Tornado PA(L). More recently, continue to prefer their home-grown battle armor
(backed by generous funding) fifteen torturous the Grey Death Legion recovered several suits on designs, a number of mercenaries, private security
years to perfect the concept. After totally Karbala, but these were turned over to the NAIS for forces, and even militia have snapped up all they
reworking their prototype twenty times, the SLDF study, their secrets providing Davion engineers can get.
High Command was presented with the Mk. XXI data that helped create the Infiltrator Mk. II suit. Unlike the Mk. XXI, the Nighthawk Mk.
Nighthawk in 2718. Testing soon proved that a However, it was not until 3065 that the Word of XXII sacrifices the ECM system to carry an integral
Nighthawk-equipped trooper possessed Blake finally overcame the technical challenges of weapons system. Perched on the left shoulder, an
unparalleled mobility and protection. duplicating the Nighthawk. ComStar quickly auto-loading grenade launcher allows this variant

120
to engage light armor and even smaller Type: Nighthawk Mk. XXI
BattleMechs. Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
NOTABLE TROOPERS Weight Class: Power Armor (Light)
Captain John Smith: Smith’s murky past Maximum Weight: 400 kg
may lie within the Federated Suns’ Intelligence Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
community, but the Captain is extremely evasive Notes:
when anyone inquires too closely about his life
before becoming a mercenary. While serving with Equipment Slots Mass
the Killer Bees he built up a small but talented (kg)
reconnaissance and special operations team that Chassis: 80
executed the successful boarding and capture of a Motive System:
Combine JumpShip during the War of ’39. Working Ground MP: 1 0
first with ComStar’s Explorer Corps and then the Jump MP: 3 75
Star League Intelligence Command’s Special Manipulators:
Circumstances division, Smith and his men gained Left Arm: Armored Glove 0
access to Nighthawks. Ideal for their modus Right Arm: Armored Glove 0
operandi, the power armor proved itself invaluable Armor: Standard Stealth 4 120
in operations against the Word of Blake on Armor Value: 2 + 1 (Trooper)
Tukayyid.
Following the Killer Bees’ merger with the Weapons and Location Slots Mass
Twenty-first Centauri Lancers, Smith has been Equipment (Capacity) (kg)
given command of the Lancers’ conventional Mk. XXI
reconnaissance assets and is assisting in the ECM Suite Body 1 100
training of Captain Furst’s infantry to use the Extended Life Support Body 1 25
Nighthawk Mk XXII. Mk. XXII
Extended Life Support Body 1 25
Grenade Launcher LA 1 100
* Without any AP Weapon.

121
TORNADO PA(L)
Mass: 400 kg adjustment. The helmet’s HUD system provides the Terran SDS in advance of the main landings, saving
Manufacturer: Krupp Armament Works, Free wearer with information on the battlefield and the the invasion force from grievous damage.
Worlds Defense Industries suit’s status, though some troopers continue to The past years have seen a considerable
Primary Factory: Terra (Word of Blake), wear the suit without its helmet, forsaking increase in PA(L) manufacture, despite the
Gibson (FWL) protection and electronic aids in favor of increased use of heavier battle armor. Because the
Cost: unimpeded hearing and vision. While a trooper Nighthawk has largely supplanted the Tornado as
Battle Value 2.0: 9 (G12/P12) wearing G12 armor can operate most conventional WoB ROM’s spec-op suit of choice, the majority of
14 (G13) weapons while fully suited, some choose to go G12 suits are now assigned to Word of Blake
8 (G14) without its armored gloves, increasing manual marines and security troops, and sold to FWLM
BattleForce: dexterity at the expense of protection. units. In most instances, the new operators of the
Optional Rules: The G12’s functionality is enhanced by G12 rarely benefit from the suit’s stealth
two connection ports at its waist, allowing external capabilities, but they are happy to take advantage
systems to draw power from the suit’s military of the suit’s electronics and defensive properties.
OVERVIEW power pack. During brief engagements, some With this adjustment in operational use,
Based on the Nighthawk, the P12 was one operators use modified energy weapons that draw the Word has redesigned the Tornado and now
of a series of PA(L) suits developed in the late 29th power from the suit’s pack rather than weapon also produces a G13 on Terra. The G13 model does
century by ComStar. This expensive suit was specific power packs; most do not compromise not include the camouflage system, instead
intended for special-forces operations and initially their suit’s operational endurance or their offering a modular weapon mount capable of
deployed exclusively with ROM. Since evidence weaponry’s reload ability during extended deploying any appropriately adapted support class
indicates that ComStar’s “P” project was intended deployments. weapon available to its operators. The G13 may
to enhance its military advantage, we suspect the The Tornado’s primary function is to have been adapted from an earlier P-series
existence of PA(L) suits with enhanced combat drastically increase the protection and stealth of its prototype, but analysis of an acquired specimen
functionality, but to our knowledge no such suits wearer, and its armor systems along with its indicates it is based on the Achileus.
have been fielded. advanced camouflage system allow it to perform After several requests to produce a
After the Schism, the Word modified the these tasks exceptionally well. Its nearly 400- Tornado suit with armored mission equipment
software of its P12 suits to prevent infiltration by kilogram mass is supported entirely by the suit space to support squads of G12s, G13s, or regular
ComStar. This work included software and user itself, allowing operators to go on extended infantry, the Word has begun producing the G14 at
interface enhancements, including some meant to journeys to their target site without additional Terra.
reduce the urge of some operators to remove the fatigue. It is also common for operators to overload More recently we have begun to suspect a third
helmet by enhancing the sound processing and the suit with mission equipment, effectively manufacturing site of the G12/G13/G14 suits.
adding situational awareness aids. Otherwise carrying the burden as they would if Sporadic reports from the last two decades
identical to the P12, the Word identifies suits unaugmented. suggest a flow of required parts and materials to
modified in this manner as the G12 Tornado. While ComStar employed its PA(L) suits locations other than the two known factories.
ComStar has made similar adjustments after numerous times in the 30th and 31st centuries, While it remains very speculative, the margin of
capturing a few intact G12 suits, they continue to including several missions against the Combine, error in this analysis continues to decrease. The
designate their suit as the P12 “Hurricane” series. but the best-known use of the Tornado occurred prospect of a mobile PA(L) factory certainly offers
Each G12 suit must be custom-fitted to when the Word of Blake seized Terra in 3058. considerable strategic flexibility to the Word and
its wearer, which makes them almost unusable by Blakist special forces captured the majority of the would help explain the extent to which PA(L)s have
any except the designated wearer without major found their way into the hands of isolated but

122
Word-sympathetic entities. If such a factory vessel Type: Tornado PA(L)
exists, it is most likely a modified large merchant Technology Base: Inner Sphere
vessel. Equipment Rating:
Chassis Type: Humanoid
NOTABLE TROOPERS Weight Class: PA(L)
Maximum Weight: 400 kg
Adept XII Michael Lahiri: After Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
insurgents against the Word of Blake regime freed
Notes: Tornados lack integral weapons but may use standard infantry weapons.
Fritz Donner on New Home, the planet slipped into
open revolt. When the local Protectorate Militia
Equipment Slots Mass
found itself unable to deal with the well-supplied
(kg)
rebels, the Word sent a special detachment of ROM
Chassis: 80
to the planet to help pacify it. They succeeded in
Motive System:
January 3072. Adept Lahiri is credited for the
Ground MP: 1 0
majority of the effort, having killed every man and
Jump MP: 0 0
woman who publicly announced themselves as a
Manipulators:
leader of the resistance. He was also critical in the
Left Arm: Armored Glove 0
effort to destroy rebel P12 suits, and the Word now
Right Arm: Armored Glove 0
claims that it has destroyed all of them.
Armor: Basic Stealth 3 110
Armor Value: 2 + 1 (Trooper)

Weapons and Equipment Slots Location (Capacity) Mass


(kg)
G12/P12
Camo System Body 2 200
G13
Modular Weapon Mount RA 1 (1) 10
Flamer -- 1 150
Machine Gun -- 1 100
Small Laser -- 1 200
Grenade Launcher -- 1 100
David Light Gauss Rifle -- 1 100
G14
Mission Equipment Body 1 210

123
ACHILEUS LIGHT BATTLE ARMOR
Mass: 750 kg the Tornado or the Nighthawk. It would take the Word of Blake. The first combat operation was
Manufacturer: Free Worlds Defense Industries, Word of Blake several more years before stealth believed to be during the Blakist occupation of
Irian Technologies systems of that sophistication would be available Terra, specifically against TerraSec forces in
Primary Factory: Gibson, Irian for mass-produced battle armor (in the form of the Geneva. The suit’s light nature makes it ideal for
Cost: Purifier). battlefield scouting and also for special operations.
Battle Value 2.0: 33 (Flamer) Defiance Industries protested that several The FWLM and SAFE also deploy a number of
39 (Small Laser) elements of the Achileus violated patents held by Achileus in a security role, notably at key sites like
33 (Machine Gun) themselves and the NAIS, particularly the formula DropPorts and supply dumps. Parliament and the
29 (Word of Blake) of the armor composites, but while this matter was LCCC are also guarded by Achileus-equipped
BattleForce: raised at the Star League’s Economics Council, it detachments, as is the Captain-General.
Optional Rules: was never resolved. The FedCom Civil War and the
collapse of the Star League have to all intents
ended efforts to conclude the matter, the needs of NOTABLE TROOPERS
OVERVIEW the ongoing war superceding the niceties of Force Commander Kean Richards:
Unlike the Longinus, which sought to patent law. The commander of Thomas Marik’s security
mimic the Clan Elemental suit, the Achileus The design currently fielded by the FWLM detachment, Force Commander Richards was a 15-
(developed jointly by the Free Worlds and the and Blake militia is little changed from the version year veteran of the jump infantry before
Word of Blake) was a wholly new development. that entered service in 3057. In addition to the undergoing battlesuit MOS training. He is a veteran
The project’s goal was to design a mass- gyro-stabilized support-class weapon in the right of numerous battle armor operations, though he
manufactured light battle armor suit for arm, the Achileus mounts a single anti-personnel did not participate in Operation Bulldog.
deployment by both the FWLM and the Word of weapon, usually an SMG, on the left arm just above Appointed to the security detachment in 3062, he
Blake Militia that combined full offensive the wrist. Both of the suit’s arms end in fully became its commander in 3066 but maintained his
armament with a comprehensive electronic stealth functional manipulators, slaved to the operator’s Achileus certification. Sealed records indicate he
system. own hands, allowing the wearer a greater degree took part in a military action in October 3068,
The basis of the Achileus was the Tornado of dexterity in lifting and manipulating equipment presumably during the Blakist attack on Atreus.
PA(L) suit employed by the Word of Blake, a than offered by standard battle armor models. This Though details remain classified, this may indicate
purpose-built combination sneak suit, armor and addition costs the wearer some armor a direct attack on the Captain-General that was not
exoskeleton. The Achileus needed to move away protection—hand injuries have become the most reported through usual channels. Richards is
from the custom-manufacture aspects of the common wounds suffered by Achileus pilots—and known to have been on duty during Paul’s coup,
Tornado, losing many of the advanced stealth reduces its effectiveness in melee combat when though it appeared he was attacked by turncoats
features of that suit while gaining additional armor compared to the battle claws of other models, but within the detachment. It is not known if he
and weaponry. Unlike the lighter suit, the Achileus the extra dexterity comes in very useful in survived.
featured armor-composite sheaths to contain and infiltration and scouting missions. The Word of
protect its layers of myomer musculature as well as Blake version, assembled by FWDI on Gibson, has
more sophisticated electronics than the IBMU-built
Adept VII Hayleigh Glau: A veteran
integral mounts for jump jets and a gun mount in trooper in the Sacred Dream unit of the Third
the right arm. The price of these features, which FWLM model, though it sacrifices its weapons load-
out to do so. Division, Adept Glau joined the Word of Blake
add vital protection, mobility and firepower on the Militia after the recapture of Terra but quickly rose
battlefield, is a design that, while stealthy and hard The Achileus has seen action in most of
the FWLM’s recent operations and also those of the through the ranks. She proved adept at
to track, is not a “sneak suit” in the same manner as independent operations and excelled at the anti-

124
terrorist operations required on the African Type: Achileus
continent. Her skill quickly earned Glau command Technology Base: Inner Sphere
of her own Level II. Since the commencement of Equipment Rating: E/X-X-F/F
the Jihad, Glau and her force have been called Chassis Type: Humanoid
upon to act in several theaters, often landing Weight Class: Light
covertly in advance of the main assaults and Maximum Weight: 750 kg
sowing chaos among the Order’s enemies. The Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
irony of a terrorist-hunter turned insurgent is not Notes: None.
lost on Adept Glau.
Equipment Slots Mass
(kg)
Chassis: 100
Motive System:
Ground MP: 1 0
Jump MP: 3 75
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Improved Stealth 5 360
Armor Value: 6 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
Modular Weapon Mount RA 1 (1) 10
Flamer (10) -- 1 150
Machine Gun (10) -- 1 100
Small Laser (30) -- 1 200
Anti-Personnel Weapon Mount LA 1 5
Word of Blake
Anti-Personnel Weapon Mount LA 1 5
Improved Sensors Body 1 65
ECM Suite Body 1 100

125
DJINN
Mass: 750 kg Named for often-evil creatures of Islamic savings from this alteration, coupled with the
Manufacturer: Gibson Federated BattleMechs lore, the Djinn are clearly engineered for the Manei removal of the standard Djinn’s machine gun and
Primary Factory: Gibson Domini. With cybernetic enhancements available TAG, allowed the suit to mount a David light Gauss
Cost: to lessen their need for larger physiques, Manei rifle for greater reach, as well as a sophisticated
Battle Value 2.0: 26 (Standard) Domini of smaller frames can pilot battlesuits as electronic camouflage system that roughly
35 (Stealth) ably as the more robust soldiers of other armies. duplicates the capabilities of the Purifier’s mimetic
BattleForce: The Djinn takes advantage of this to sport a sleeker armor. The Stealth Djinn also gains a twenty
Optional Rules: form, designed as much to inspire fear as to percent upgrade in armor strength, making it
provide function. The armor’s alien, dog-like legs harder to put down as it stalks its prey.
and its dramatic adaptation of the partial wing Although it was the first of its line to
OVERVIEW system particularly demonstrate this effect while appear in the Word of Blake’s ranks, the Djinn (like
To accompany the Celestial OmniMech borrowing elements seen in other battlesuit all of the Demon series) has yet to appear outside
series, the Word of Blake debuted a series of six designs. of the arsenals of the Manei Domini Shadow
distinct battle armor classes equally tailored to its The standard Djinn carries a light weapon Divisions. Whether this is due to a rumored rift
elite ranks. Dubbed the “Demon” series, these suits load that consists of a machine gun and a light TAG between the Precentor Martial Cameron St. Jamais
are another apparent brainchild of Doctor Devon system that enables its warrior to spot for friendly and Manei Domini Precentor Apollyon or whether
Cortland (aka Precentor Vapula) and come in a artillery while sweeping built-up areas clear of it is simply a consequence of the Demons’ tailored
broad range of sizes and configurations. First seen enemy infantry. Within a year of the Djinn’s first engineering to Domini cybernetics is open to
in action in 3070, though it would be another year appearance, however, scattered reports of a new considerable debate.
before significant numbers of these suits engaged variant trickled in when observers began noting
in a major action, the Demons have seen extensive Djinn squads paired with troops wearing mimetic
Purifier armor. These Djinns, it was said, could NOTABLE TROOPERS
use in various engagements, particularly in the
more troubled worlds of the Blake Protectorate, blend into their surroundings in the same fashion Ghost Adept Omega Berit Smitty: A
Word-occupied Galatea, and on Gibson, where as their Purifier comrades, but because these battle armor squad commander with the Forty-
they have become synonymous with Manei “mimetic” Djinn appeared completely identical to seventh Shadow Division, Adept Smitty was
Domini oppression. the original versions, many of these reports were identified only through intercepted
Like the Celestials, the Demons use a dismissed as “battlefield confusion.” Only later communications transcripts provided by the few
unifying nomenclature that distinguishes them analysis confirmed that the Word had indeed survivors of the Galatean resistance who managed
from other battlesuits and reinforces their created a new Djinn variant. to get messages offworld. Tall, sleek, and graceful,
conceptual origins as a cohesive force, with each Once confirmed, the so-called Stealth with the fair skin and golden blonde hair that
suit in the series intended to complement its Djinn was initially presumed to be superior to the speak of Scandinavian or Germanic heritage,
sibling designs. In this case, however, the names standard Djinn in every way, but this myth was Smitty might have passed herself off as a world-
invoke the antithesis of the Celestials’ angelic titles, ultimately debunked after careful study revealed class gymnast or dancer where it not for the jagged
a fitting concept considering the relationship its lack of mobility over the standard model. scars and the metallic implants that have
between ’Mechs and battle armor. Of these, the Furthermore, the Stealth Djinn’s partial wing transformed her face into a mask of gleaming
Djinn—lightest of the series—was the first to be structure (undoubtedly retained to confuse metal and glowing optics.
identified and extensively documented by various observers) actually cannot achieve the glide Smitty’s Manei Domini implants have
intelligence networks. distance of its sister design since it lacks the made her into a dedicated tracker, a task she takes
required flight controls and avionics. The weight to with unrelenting fervor. She has been personally

126
linked to the deaths of over six hundred mercenary Type: Djinn (Demon)
warriors and support personnel during the Forty- Technology Base: Inner Sphere
seventh’s year-long occupation, many claimed by Equipment Rating:
her squad of Stealth Djinn battlesuits in brutal Chassis Type: Humanoid
ambushes that often catch their hapless prey Weight Class: Light
outside of their combat machines. A hallmark of Maximum Weight: 750 kg
these ambushes is the utterly dispassionate Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
manner in which Smitty herself often makes her Notes: None
kills, often without so much as the heartfelt
recitation of Blake’s Will for which so many Domini Equipment Slots Mass
are known. For this reason, many of the denizens of (kg)
Galatea have nicknamed her the “Bionic Witch of Chassis: 100
Galaport.” Motive System:
Both the MRBC and the Allied Mercenary Ground MP: 1 0 kg 0
Command have placed a bounty on Smitty’s Jump MP: 3 (4: Standard only) 75
cybernetics-enhanced head, with a reward of Manipulators:
100,000 C-bills for the one who takes out the Left Arm: Battle Claw 15
“Witch.” Though many bounty hunters have Right Arm: Battle Claw 15
answered the call, none have yet succeeded in Armor: Advanced (Standard) 5 200
even injuring this Manei Domini trooper—and few Advanced (Stealth) 5 240
have survived an encounter against her. Armor Value: 5 + 1 (Trooper) (Standard)
6 + 1 (Trooper) (Stealth)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Standard
Partial Wing Body 1 200
Machine Gun RA 1 100
Light TAG Body 1 35
Stealth
David Light Gauss RA 1 100
Camo System Body 2 200

127
GRAY DEATH SCOUT SUIT
Mass: 750 kg By late 3051, the Legion engineers had GDT has started to produce the Scout Suit in
Manufacturer: Gray Death Technologies created two distinct versions of what became quantity. Trading on the Gray Death legend, the
Primary Factory: Glengarry known as Gray Death battle armor: a medium- company has found a ready market for their wares.
Cost: weight “standard” suit similar to the standard Inner Lacking a suitable replacement for the
Battle Value 2.0: 16 Sphere armor, and a light “scout armor.” Designed primitive Infiltrator suits, the LAAF have been
BattleForce: for advance reconnaissance missions, the scout purchasing the Scout Suit as a stopgap measure.
Optional Rules: suit was created by stripping away over half of the GDT is currently vying for the contract to produce a
armor protection and all the integral weaponry. new light battle armor specifically tailored to the
The jump pack’s performance was boosted, and a needs of the Alliance.
OVERVIEW complex sensor array was installed. The standard
When the NAIS produced its first battle suit’s mechanical claws were replaced with fully
articulated armored gloves that enable a wearer to NOTABLE TROOPERS
armor prototypes, it naturally turned to the most
loyal and experienced units it could find to use any desired infantry weapons and equipment Major Megan Powers: Born in the Free
perform field-testing. In addition to such august but still allow them to make effective anti-’Mech Worlds League, Megan Powers completed a ten-
formations as the Davion Guards and NAIS Cadet attacks. year tour of duty with the Marik Militia before
Cadre, the NAIS called upon the services of the The Legion’s Scout Suit made its debut abandoning the often-fractious nation. Traveling
Gray Death Legion. against the Jade Falcons on the world of Pandora. to Outreach, she was soon contacted by Gray
The mercenaries were presumably Fighting in the thick jungle near the town of Death Legion recruiters. As an experienced infantry
allowed access to such an important and secret Vandmaal, the troops in the Scout suits employed trooper with a talent for covert operations, Powers
project out of gratitude—it was the Legion’s their advanced sensors and enhanced mobility to was immediately assigned by Major Ramage to the
momentous discovery of a comprehensive Star great effect. Springing from the underbrush, the Legion’s scout element. Following the Second Skye
League-era computer memory core on Helm in Legion’s armored infantry managed to surprise the Rebellion, she was promoted to the rank of captain
3028 that led the NAIS to dozens of technological enemy forces, destroying two OmniMechs and and given command of the Gray Death Legion’s
breakthroughs. In addition, the Legion’s extensive crippling three more with well-placed satchel battle-armored Scout companies. Under her
use of infantry, especially in anti-’Mech operations, charges. direction, the Legion’s Scout Suit acquitted
made them uniquely suited to the task. Following the Truce of Tukayyid, the Gray themselves with distinction.
Rebuilding after their defeat at the hands Death Legion continued to produce a limited Major Powers shared the fate of the rest
of the Jade Falcons on Sudeten in 3050, the Legion number of suits by hand on Glengarry. Most of of her command squad—being smeared into
was issued experimental battle armor along with these went to replace combat losses, but a few unrecognizable paste by a Berserker during the
other new equipment to aid their refit efforts. were sold to other mercenary outfits and the LAAF. Gray Death Legion’s last stand on its return to
Although the soldiers were impressed by the suit’s Although the Gray Death Legion was annihilated Hesperus II in 3065.
capabilities, they also compiled a long list of on Hesperus II during the FedCom Civil War, and
possible improvements and sent them to the NAIS. the title of Baron Glengarry was stripped from the
Carlyle family for their unwise decision to support
First Leutnant Guther Ventna: Straight
Simultaneously, the Legion’s own highly trained from graduating from the prestigious Nagelring
technical staff set about making adjustments to Katherine the usurper, the Gray Death Light Scout
Suit remains in production by the newly Academy in 3067, Ventna was assigned to the
their suits, well aware that the NAIS bureaucracy seriously under-strength Twenty-fourth Lyran
could delay the incorporation of design changes established Gray Death Technologies. A joint
venture between Defiance Industries of Hesperus II Guards Infantry Brigade. His first command was a
for months or even years. squad of Gray Death Light Scout Suit. Barely a
and former Gray Death Legion technical personnel,
month later, Guther found himself in the thick of

128
combat as war returned to Tharkad. Bombarded Type: Gray Death Scout
from space, Ventna’s squad was one of the few Technology Base: Inner Sphere
elements of the Twenty-fourth to escape the Equipment Rating: E/X-X-E/E
destruction. Chassis Type: Humanoid
In early 3069, Ventna’s squad stumbled Weight Class: Light
on a Blakist patrol laying in wait to ambush a Maximum Weight: 750 kg
column of Lyran troops. After carefully scouting Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
the enemy positions, the young Leutnant made Notes: None.
contact with his endangered countrymen. With his
information, the convoy was diverted around the Equipment Slots Mass
ambush, and precious artillery assets were used to (kg)
rain destruction on the Blakist positions. Chassis: . 100
Only later did Guther learn that Archon Motive System:
Peter Steiner-Davion was in the convoy. Ground MP: 1 0
Jump MP: 4 75
Manipulators:
Left Arm: Armored Glove 0
Right Arm: Armored Glove 0
Armor: Standard 500
Armor Value: 4 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Active Probe Body 2 250
Jump Booster Body 2 125

129
GRAY DEATH SCOUT “THE WILLOW WISPS”
Field Testing Summation: each equipped with Clan-manufactured micro
Custom Gray Death Scout Hybrid Refit pulse lasers, greatly increasing the firepower of the
Producer/Site: Fox Infantry Systems, Hardcore light suits.
Supervising Technician: Gustav Ravapalli
Project Start Date: 3076
Non-Production Equipment Analysis:
Clan Micro Pulse Laser
Mass: 750 kg
Battle Value 2.0: 39
BattleForce:
Optional Rules:

OVERVIEW
The Willows are as at home in evening
gowns and swimsuits as they are in their Grey
Death Scout armor. One-time corporate security
specialists, they’ve become media darling
gladiators on Hardcore in the Magistracy of
Canopus. On the Canopians’ ultimate pleasure
world, entertaining the customer is a service
second to none and these girls have taken first
place. Arriving in late 3071, they made a name with
several spectacular wins in the Hardcore Pits,
which SGE gleefully covered. Since then they’ve
only grown in popularity, landing corporate
sponsorship from Fox Infantry Systems—a
sponsorship that included a complete overhaul of
their GDL suits.
Rebuilding the battle-worn suits from the ground
up, Fox made several improvements along the
way. New composite joint systems made the suits
even more flexible than they were originally,
allowing for a greatly expanded range of motion.
The rebuilt suits were encased in improved stealth
armor, making what were already difficult targets
virtual shadows on the simulated battlefields of the
dueling arena. Finally, three of the Willows’ suits
were reconstructed without their active probe
systems. Replacing the probes, these suits were

130
Type: Gray Death Scout “The Willow Wisps”
Technology Base: Mixed
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Light
Maximum Weight: 750 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: None

Equipment Slots Mass


(kg)
Chassis: Light 100
Motive System:
Ground MP: 1 0
Jump MP: 3 (4) 75
Manipulators:
Left Arm: Armored Glove 0
Right Arm: Armored Glove 0
Armor: Improved Stealth 5 240
Armor Value: 4 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Micro Pulse Laser (C) (17 shots) Body 1 160
Jump Booster Body 2 125

131
INFILTRATOR MK I BATTLE ARMOR
Mass: 750 kg sensors to sensitive magnetic-anomaly detectors. That said, despite its sub-standard
Manufacturer: Achernar BattleMechs The ability to position such sophisticated performance, the suit is still in wide service,
Primary Factory: None (out of intelligence-gathering equipment deep within available to AFFS and LAAF commanders that want
production) enemy-occupied territory was deemed enough to stealth battle armor but cannot obtain Infiltrator
Cost: justify the staggering cost of producing this battle Mk. II suits. More importantly, the Infiltrator Mk. I is
Battle Value 2.0: 18 (Standard) 19 (Special Ops) armor suit. still used by the various covert and special
BattleForce: The first prototype Infiltrator Mk. I was operations forces of the former Federated
Optional Rules: deployed with the First Somerset Strikers in a series Commonwealth. This is where the only known
of raids against the Jade Falcons in 3050. The suit variant of the suit, which mounts a variety of
saw action against the Clans in the swamps of sensor equipment, came to be used. Employed by
OVERVIEW Waldorff V where it was deployed for live-fire those who know the suit’s capabilities and
Based in part upon Clan technology testing. The renegade Falcon’s Claws launched a limitations, the Infiltrator Mk. I is a force to be
captured at the height of the Clan invasion of the surprise attack, however, turning the test into a reckoned with. It is an outstanding scout suit that
Inner Sphere, the Infiltrator Mk. I was the product life-and-death struggle. Although the ungainly can infiltrate enemy lines and gather intelligence
of some particularly inspired work on the part of Infiltrator Mk. I had some trouble moving about in that almost no other unit could. It also continues to
NAIS researchers. In fact, much of the technology the sticky muck and undergrowth, the mist- prove that, while not the most powerful suit in
required to construct this light reconnaissance unit covered terrain concealed its presence visually existence, it can deliver a powerful punch on
had existed for some time, though only since the while the suit’s advanced stealth systems unarmored troops and vehicles from hidden
Clan invasion have tactical planners begun to completed the job. Attacking from such complete locations and just as quickly fade back into the
appreciate the possibilities of fielding such concealment, the Infiltrator Mk. I performed terrain.
complicated and well-integrated systems in such a admirably despite its shortcomings and was soon
small package. approved for full-scale production.
Beyond cutting-edge when it was NOTABLE TROOPERS
Compared to other types of battle armor,
the Infiltrator Mk. I is lightly armed, carrying but a conceived, the Infiltrator Mk. I was a project Kommandant Konstantin Wolff-
single grenade launcher. Its relatively weak armor developed before its time. Armor protection was Ploetig: Kommandant Wolff-Ploetig formed the
is meant to resist only small arms fire, and the substandard, mobility was limited and its firepower first independent Lyran special forces battle armor
grenades can provide only generalized defensive was far less than what was required to accomplish team more than a decade ago. Officially a
fire. most of the missions its operators were sent on ceremonial bodyguard unit, his team reported
The unit’s strength lies in its remarkable (then again, most commanders sorely directly to the chief of staff to the Lyran General of
ability to avoid enemy sensors. Designed for overestimated the suit’s capabilities and used it in the Armies, participating in scores of successful—
tactical scout missions in heavily monitored missions better accomplished by standard battle and highly secret—operations throughout the
environments, the Infiltrator Mk. I relies almost armor suits). Before long, Infiltrator Mk. I operators Lyran state since its formation. To those “in the
exclusively on radiation-suppression systems came up with their own nickname for the suit, one know,” Wolff-Ploetig and his team did the dirty
(resisting radar, infrared, and even acoustic that characterized their frustrations—“waddling work during the FedCom Civil War that Archon
sensors) to achieve its goal of blending in with toy robot,” or just simply “Waddle.” It would take Katherine couldn’t even trust Loki to do. Still, he
overall ground clutter, using variations on effective years of further refinement, resulting in the was passed over for promotion time and again.
conventional stealth techniques. The Infiltrator Mk. superior Infiltrator Mk. II, to bring the concept its That, along with the increasingly insane demands
I mounts an impressive array of sensing and full capabilities. placed on him and his team by Katherine and
recording equipment, ranging from passive heat Nondi Steiner, drove them to go rogue. They

132
disappeared in mid-3066 and now sell their Type: Infiltrator Mk. I
services to the highest bidder—despite bounties in Technology Base: Inner Sphere
the millions of Kroner on their heads. Equipment Rating: E/X-X-F/E
Chassis Type: Humanoid
Sergeant-Major Oramina “Minty Weight Class: Light
Maximum Weight: 750 kg
Fresh” Delvecchio: One of the relatively few Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No
women within the AFFS battle armor corps, Notes: None.
Sergeant-Major Delvecchio spent years within the
DMI as a special forces trooper before age and
Equipment Slots Mass
years of exertion took their toll and forced her off
(kg)
the active rolls. She spent four years as a battle
Chassis: 100
armor training instructor on Robinson before the
Motive System:
Jihad forced her back into a “Waddle.” Technically
Ground MP: 2 30
assigned to Duke Tancred Sandoval’s protection
Jump MP: 0 0
detail, she has instead been “floating” between
Manipulators:
Draconis March AFFS units, serving as Sandoval’s
Left Arm: Basic Manipulator 0
eyes and ears, reporting back on what she sees.
Right Arm: None 0
Some say that she’s become Sandoval’s enforcer,
Armor: Prototype Stealth 4 500
eliminating problem officers who remain intent on
Armor Value: 5 + 1 (Trooper)
prosecuting their war against the Combine.
Weapons and Equipment Location Slots Mass
(Capacity) (kg)
Standard
Grenade Launcher (20) LA 1 100
Heat Sensor Body 1 20
Special Ops
Anti-Personnel Weapon Mount LA 1 5
Remote Sensor Dispenser Body 1 40
Improved Sensors Body 1 65
Laser Microphone Body 1 5

133
KAGE LIGHT BATTLE ARMOR
Mass: 750 kg The impressive mobility is supplemented reached almost mythic proportions within the
Manufacturer: New Samarkand Metals, Luthien by stealth systems based on the one used by the DEST community. The squad has never lost a man
Armor Works older DEST infiltration suit. Although complete since the Black Dragon attempt on the
Primary Factory: New Samarkand, integration took an additional three and a half Coordinator’s life in 3058 and survived the
Luthien years, the end result more than paid off for the subsequent ISF purges intact. First on the list to
Cost: time investment. The Kage possesses ample speed, carry out high-priority black operation recon
Battle Value 2.0: 22 (Flamer) maneuverability, and stealth to easily surpass the missions, they were the DEST team who
22 (Machine Gun) original intended specifications. successfully rescued the Coordinator’s son from a
24 (Small Laser) Because the standard mission profile for Blakist prison camp in the first days of 3069. Their
20 (TAG) the Kage is reconnaissance, infiltration, and incredible rescue mission is the basis for the smash
22 (Vibro-Claw) intelligence gathering, the suit does not mount tri-vid miniseries, “The Duty of Honor”, which
BattleForce: heavy offensive weaponry. The standard loadout debuted to record-breaking numbers in the
Optional Rules: consists of a single antipersonnel weapon summer of 3069.
mounted on the forearm to keep the hands free. Despite the fame and accolades, the unit
When the mission requires, a Kage squad usually is already on another mission for the Dragon, with
OVERVIEW has one trooper assigned as the support element rumors circulating in the DCMS having the
The Kage (shadow) light battle armor was and is equipped with a support weapon in place of yoninisuu conducting guerrilla operations on Vega.
one of the first Kuritan designs to enter the the standard anti-personnel one. Regular DCMS
prototype phase after the Tukayyid Truce. line units who utilize the Kage typically augment
their squads with a TAG spotting laser to use with
Jason “Caliper” Melichar: A relative
Developed by both Draconis Elite Strike Team unknown on Solaris VII, Jason made a name for
(DEST) advisors and ISF scientists, the Kage features their Arrow IV artillery lances.
himself practically overnight in 3067 when he
a combination of personal armor and stealth On rare occasions, DEST squads have
appeared in the Class I-battle armor circuit with a
capabilities that have virtually replaced the outfitted Kage squads with additional intelligence-
fully functional Kage suit. Defeating his
venerable DEST infiltration suits in the fourteen gathering equipment such as laser microphones,
opponent—who operated an old Infiltrator Mk I—
years since its first full production run. ECM suites, shotgun microphones, and remote
he stunned the crowd by physically removing his
Initial tests of the design almost scrapped sensor dispensers; these are field modifications,
opponent from his suit in the heat of battle. After
the system. Working in conjunction with a Raiden not factory designs. However, a new factory model
that showy move—and the compassion for his
prototype, the engineers first experimented with of the Kage appeared during the brutal fighting on
opponent, who was otherwise unharmed—he was
jump jet configurations to meet specifications set Luthien, with units mounting deadly battle vibro-
approached by several stables the next day.
by DEST commanders. The suit was supposed to claws; though weaponless, they proved brutally
Signing on with Toronaga, “Caliper”—a name
have a jump capability that would exceed that of efficient against unarmored targets in close
coined by announcer Yosef Ghrisham—lacked for
most BattleMechs, to facilitate the design’s quarters.
nothing until the day the Word of Blake invaded
reconnaissance nature. After a few test pilot the Game World.
deaths, a partial-wing configuration and stabilizing NOTABLE TROOPERS Joining the resistance with the rest of his stable, he
fin structure was incorporated, along with refined has formed an ad-hoc armored infantry platoon,
jump jet controls. When not in use, the fins retract Yoninisuu: Led by Tai-sa Richaud Cenkar, this cobbled together with various troopers from other
into the suit to reduce the armor’s profile and radar squad’s beginnings harken back to the Clan
stables. Although it may seem odd to have groups
signature. invasion. One of the first squads to receive a
of mixed armor working in concert, the ragtag
production run of Kage suits, their reputation has
bunch has adapted to the various strengths and

134
weaknesses of each member and has executed Type: Kage
several successful raiding attacks on the occupying Technology Base: Inner Sphere
forces. The most notable strike eliminated Equipment Rating: E/X-X-F/F
Precentor Grego Parkinson in his headquarters, the Chassis Type: Humanoid
penthouse suite of the Golden Fist in Silesia. Weight Class: Light
Maximum Weight: 750 kg
The Imps: Short for “Imperators”, the Imps is a Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
small squad attached to Ordo Vigilis’ Section C. Notes: *Vibro-Claws variant may not make AP attacks.
Trained extensively by the Word of Blake for
espionage and counter-insurgency, this group of Equipment Slots Mass
eight troopers recently acquired several suits of (kg)
Kage armor. Led by Jericho “Rex” Smith, this Chassis: 100
intelligence group was one of the first to notice the Motive System:
disappearance of the Black Warriors from Ground MP: 1 0
Federation space. Currently on extended Jump MP: 4 75
assignment, the unit has been rumored to be Manipulators:
traversing the fringe border of the Alliance in Left Arm: Armored Glove (Standard) 0
search of the whereabouts of Colonel Donner and Battle Vibro-Claw (Vibro-Claw) 50
his Warriors, with the additional task of eliminating Right Arm: Armored Glove (Standard) 0
Donner and his command staff, if found. Ruthless Battle Vibro-Claw (Virbo-Claw) 50
in their devotion to duty as they are to their Armor: Basic Stealth 3 275
gambling addiction, Section C is confident the Armor Value: 5 + 1 (Trooper)
Imps can find the missing Circinians.
Weapons and Location Slots Mass
Equipment (Capacity) (kg)
Standard
Squad Support Weapon LA 1 (1) 0
Flamer (10) -- 1 75
Machine Gun (50) -- 1 50
Small Laser (30) -- 1 100
Light TAG (60) -- 1 18
Partial Wing Body 1 200
Vibro-Claw
Partial Wing Body 1 200

135
KAGE C
Field Testing Summation: Prototype Kage Chassis superior camouflage ability, especially for a
Refit stationary suit, this mimetic Kage can find an
Producer/Site: New Samarkand Metals, New observation position and guide friendly fire onto
Samarkand our enemies with less fear of detection.
Supervising Technician: Benjiro Klinefelter To provide the targeting assistance,
Project Start Date: 3077 Klinefelter installed an experimental battle armor
Non-Production Equipment Analysis: C3 system, also salvaged from Blakist suits on
Battle Armor C3 System Pesht. While allowing a Kage squad to link into a
Mass: 750 kg friendly C3 network, the system occupies one-third
Cost: of the Kage’s entire suit weight. Combined with the
Battle Value 2.0: 26 bulk of the mimetic armor, this left few options for
BattleForce: additional armament. Furthermore, the partial
Optional Rules: wing assembly was too heavy for the suit’s new
design and had to be removed.
For field trials, the first squad of Kage Cs
OVERVIEW was delivered into the hands of Tai-sa Richard
The primary battle suit for DEST Cenkar’s Yoninisuu. With their recent activities on
infiltration units, the Kage has proven time and Vega recently concluded, the Yoninisuu were given
again to be a valuable part of the Combine’s a brief retraining period on New Samarkand to
arsenal. With few complaints from those who wear evaluate the Kage C. Although the team was vocal
the Kage for combat and irregular operations, little in its displeasure at the lack of offensive weaponry,
change was attempted for its upgrade. However, and stated that they were ill suited to actual battle,
Kage squads often operate on their own, New Samarkand Metals claims the trials were
independent of any other combat formation. Given successful. Plans for a limited production run of
the Kage suits’ renowned stealth abilities, various Kage Cs are already in the works.
unit commanders have suggested a suit variant to
serve as part of a larger force. Engineer Benjiro
Klinefelter of New Samarkand Metals has
attempted to address this request.
First, the Kage’s armor has not been
updated since the suit’s inception. While the basic
stealth armor is reliable and well known, there are
superior options. Though Klinefelter felt standard
stealth armor would be an adequate upgrade, he
was swayed to use mimetic armor salvaged from
Blakist Purifier suits found in the ruins on Pesht. The
lighter weight of the mimetic armor allowed
engineers to install an additional 20 percent
protection compared to standard Kages. With its

136
Type: Kage C
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Light
Maximum Weight: 750 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: None.

Equipment Slots Mass


(kg)
Chassis: Humanoid 100
Motive System:
Ground MP: 1 0
Jump MP: 3 75
Manipulators:
Left Arm: Armored Glove 0
Right Arm: Armored Glove 0
Armor: Mimetic 7 300
Armor Value: 6 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Battle Armor C3 System Body 1 250

137
KOBOLD BATTLE ARMOR
Mass: 750 kg were quickly eliminated, and Grumium Creations the form of an integral anti-Mech weapon—
Manufacturer: Grumium Creations started full-scale production in 3069. normally a support laser or an auto grenade
Primary Factory: Grumium Building on the Second Kavalleri’s launcher—on a modular mount on the right arm.
Cost: experience, the KungsArmé used the Kobold as the Each Kobold squad also carries a support weapon,
Battle Value 2.0: 34 basis of new battle armor battalions attached to usually a TAG unit with which they can operate
BattleForce: the Third Drakøns, Second Freemen, Third Hussars, closely with units armed with Arrow IV artillery and
Optional Rules: and the Second and Fourth Kavalleri. The First Tyr rare Marik manufactured semi-guided LRMs.
was reinforced with a battle armor regiment, but Standard practice is to have the squad leader carry
with their emphasis on combat this formation the support weapon slung under the suit’s left arm,
OVERVIEW received proportionately fewer Kobolds in relation leaving the hands free, while the other squad
The origins of the Kobold can be traced to heavier suits. In battle with the Word of Blake, members carry an anti-personnel weapon on the
back to 3062, when the infantry of the Free the Kobold has performed well, holding its own same arm.
Rasalhague Republic’s Second Kavalleri were trying against the Blakist Purifiers and Phalanxes. Slightly better armored than the Kage,
to acquire Kage battle armor. With tensions rising Improving ties with Clan Ghost Bear have provided the Kobold can withstand a direct hit from a
on all fronts, however, the Draconis Combine was the Republic with limited access to Clan battle medium laser. Its armor shares the same stealth
unwilling to fulfill the Republic’s request. armor technology. The conservative Bears, on the capabilities of the Kurita design, and an important
Undeterred, Överste Jack Koslow continued to other hand, remain deeply suspicious of part of training troopers to use the suit is
lobby his commanders until given approval to incorporating stealth technology into their familiarization with the electronics.
approach the SLDF and ComStar with a proposal to armored infantry, and they have shown no interest
create a new battle armor design. The Republic whatsoever in “inferior” Inner Sphere technology.
Unlike the KungsArmé, the Com Guards NOTABLE TROOPERS
would supply raw materials while ComStar and the
SLDF would supply the technological know-how have not concentrated their Kobolds into large Överste Jack Koslow: Commander of the
for a development project that would be funded formations. Instead, individual Level I’s of six Second Kavalleri’s attached infantry regiments, for
equally by all three. troopers have been deployed in an ad-hoc manner all intents and purposes Koslow is the father of the
Research and development was started throughout the six armies of Precentor Martial Kobold design. A veteran of Rasalhague’s fight for
on Grumium while construction of a prototype Davion’s reorganized forces. The Com Guards no freedom from the Draconis Combine, Koslow has
manufacturing line was rushed to completion. longer have access to new Kobolds from adapted to the use of battle armor far batter than
Originally aiming to copy the Kage’s capabilities, Grumium’s production lines due to the many of his contemporaries. Joking that “you can
the development team was soon proposing deterioration of relations between Com Star and teach an old dog-soldier new tricks”, the Överste
changes to make the suit more effective as a the Free Rasalhague Republic. Integrating well passed the necessary medical and physical exams
frontline combat unit while retaining the with the Guard’s combined arms philosophy, and went through battle armor training beside his
reconnaissance capabilities of the Combine design. Kobolds serve as scouts and spotters for other men despite being over sixty years old.
The prototype entered testing on schedule in 3065 elements in a Level III. Elements of the First and Following his creation every step of the way,
with the Republic’s Second Kavalleri and Com Fourth armies deployed on Coventry, Hesperus II, Koslow is intimately familiar with the Kobold’s
Guards 116th Division, but the SLDF was forced to and Galatea grouped several precious light capabilities and limitations. Currently his greatest
pull out of the project because ongoing conflicts OmniMechs with Kobold-equipped troopers into challenge lies in persuading the Republic’s new
amongst League member states had cut into its Level IIs. allies that stealthy battle armor has a place on the
funding. Early teething problems with the suit’s Although sacrificing some of the Kage’s battlefield. As the hidebound Ghost Bears are just
stealth systems under conditions of high humidity mobility, the Kobold can carry heavier weaponry in as stubborn as Koslow, his task will take some time.

138
Type: Kobold
Demi-Precentor Anette Dawn: Drawn Technology Base: Inner Sphere
to service with the Com Guards after their heroic Equipment Rating:
stand against the Clans on Tukayyid, Dawn’s faith Chassis Type: Humanoid
in ComStar was shaken severely by the unmasking Weight Class: Light
of Primus Sharilar Mori as a Draconis Combine Maximum Weight: 750 kg
agent. Nevertheless, she chose to remain in Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
ComStar, and her aptitude for command and Notes: Support weapon carried by squad member 1. Other squad members carry an AP weapon.
loyalty (taken with the Com Guards’ mass
desertions and heavy casualties) have ensured her Equipment Slots Mass
rapid advancement to command of a mixed Level (kg)
III in the Fifty-Sixth Division. Chassis: 100
In late 3075 Dawn’s command was given the task Motive System:
of securing Galatean City when the Fourth Army Ground MP: 1 0
moved to clear out the Blakists on Galatea. Jump MP: 3 75
Supporting her conventional infantry with battle Manipulators:
armor, her troops advanced street by street, Left Arm: Armored Glove 0
methodically eliminating pro-Blakist mercenaries Right Arm: Armored Glove 0
and scattered cells of Manei Domini shock troops. Armor: Basic Stealth 3 275
The stealth armor tactics that the Word of Blake Armor Value: 5 + 1 (Trooper)
had pioneered were used to perfection against
their creators by Demi-Precentor Dawn. Weapons and Equipment Location Slots Mass
(Capacity) (kg)
Modular Weapon Mount RA 1 (1) 10
Small Laser -- 1 200
Micro Grenade Launcher -- 1 75
Support Weapon Mount LA 1 (1) 0
Light TAG -- 1 18
Flamer -- 1 75
Small Pulse Laser -- 1 200

139
ANGERONA
Mass: 1000 kg from mimetic armor. While the technology is now put Shipka’s Republic militia, who were still largely
Manufacturer: StarCorps Industries well-understood, and Purifier suits make up a good ex-Capellan citizens, to the test, the Eighth Hastati
Primary Factory: Terra portion of the RAF’s battle armor forces, the was sent in to deal with the threat. Two squads of
Cost: armor’s inability to mask a moving unit kept it from Hastati battle armor, one a Purifier squad and the
Battle Value 2.0: 46 (Standard) being used optimally. Instead the Angerona other Angerona suits undergoing field trials, were
33 (Recon) combines improved stealth armor with a full doing recon of a small town believed to be hiding
BattleForce: camouflage system that allows the suit to be nearly a large concentration of militants. Penetrating the
Optional Rules: invisible to most sensors. Despite being rated as a perimeter, the Hastati troopers discovered the
medium-class suit, the Angerona’s overall armor rogue militants and were preparing to withdraw
protection is more in keeping with its primary when the Purifier suits were wiped out in a rapid
OVERVIEW mission as a battlefield scout. fusillade from two squads of Ying Long battle
As a scouting unit the Purifier’s greatest A light recoilless rifle provides the suit’s armor. Watching their brothers gunned down, the
asset is also its greatest weakness. For the Purifier primary offensive armament. Comparable to the Angerona squad quickly retook the initiative and
to be most effective, it has to stand perfectly still, Magshot in damage, the loss of range was a began carefully stalking the Capellan mimetic suits.
thus limiting its ability as a mobile scout unit. At necessary trade off on a suit already at risk of Able to move nearly undetected, the Angeronas
the other end of the spectrum, the Draconis having no room left for the operator. Backup used their stealthy mobility and patience to wait
Combine puts their faith in the Kage battle armor firepower is provided by an AP weapons mount for the Capellan-made suits to move and thereby
for its recon squads. The flaw in this plan, however, affixed under the left arm to provide anti-infantry reveal themselves. After an hour-long game of cat
is that the Kage must use its jump jets to move or mission specific weapons. Basic manipulators and mouse, only three of the Ying Longs managed
quickly about the battlefield, and no matter how allow the Angerona to ride BattleMechs and to flee the city.
stealthy the armor it carried, jumping from point to vehicles. However, for added stability, the weapon Deployment remains limited to active line units,
point will alert even the greenest troops to your casing wraps around the right hand manipulator. primarily the Hastati Sentinels, Stone’s Lament and
presence. Based on lessons learned from the This requires the rifle to be unlimbered if the Liberators. The Quartermaster’s office has begun
Coalition campaign, the new Republic Armed Angerona is to best ride on the exterior of another accepting requisitions from other units, but there is
Forces needed an infantry scout that was mobile unit. no specific time table for these requests to be
and stealthy when doing so. StarCorps, still Recently, a pure recon suit has begun filled.
enjoying popular success with their first entry into field testing. This recon version drops the rifle for
the battle armor market, the Kopis, was invited to an improved sensor package and replaces the
expand their small Terran facility and create just manipulators with armored gloves that allow for
such a unit. carrying standard infantry weapons and special
Borrowing concepts from the Capellans’ mission equipment.
Trinity battle armor, the Angerona mounts no jump Though only in production for the last
jets but has instead been designed to travel over two years, the Angerona has still managed to
thirty kilometer per hour on the ground. The lack become a well-known and popular suit. Even
of jump jets was a purposeful decision, despite the before full production the Angerona made a name
loss of tactical mobility, as they are counter to the for itself with the Eigth Hastati Sentinels. On
suit’s core misson: to move overland and operate Shipka, heavily armed militants, believed to be
with maximum stealth in open or city terrain. Capellan-backed, were threatening to destabilize
Likewise, the Angerona’s design team steered away the planet’s Foxborough continent. Not wishing to

140
Type: Angerona
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes*
Notes: *Recon variant may not make Anti-’Mech attacks or use Mechanized deployment.

Equipment Slots Mass


(kg)
Chassis: 175
Motive System:
Ground MP: 3 80
Jump MP: 0 0
Manipulators:
Left Arm: Basic Manipulator (Standard) 0
Armored Glove (Recon) 0
Right Arm: Basic Manipulator (Standard) 0
Armored Glove (Recon) 0
Armor: Improved Stealth 5 360
Armor Value: 6 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
Light Recoilless Rifle (20) RA 2 175
AP Weapon Mount LA 1 5
Camo System Body 2 200
Recon
Light Machine Gun (50) LA 1 75
Improved Sensors Body 1 65
Remote Sensor Dispenser Body 1 40
Camo System Body 2 200

141
ASURA MEDIUM BATTLE ARMOR
Mass: 1,000 kg standard,” providing the ability to deliver the same these reports remain unconfirmed, further analysis
Manufacturer: Gibson Federated BattleMechs amount of damage with a powerful first strike. suggests that the non-Domini Asuras may
Primary Factory: Gibson Like the Djinn, the Asura does not make represent a first run of this battle armor that was
Cost: use of modular components, but it has been reportedly prone to minor glitches and discarded.
Battle Value 2.0: 30 (Standard) witnessed in two additional variants that visually
39 (Anti-Infantry) differ as little as possible. In addition to the
43 (SRM) standard “main battle” model, a stealthier version NOTABLE TROOPERS
BattleForce: has appeared that excels in anti-infantry Banshee (Demi-)Precentor Tau
Optional Rules: operations. This model trades the detachable Jaegar van Ribkis: Wounded during a
rocket rack and recoilless rifle for an electronic Chaos March raid back in 3068, van Ribkis—then a
camouflage system, a machine gun, and a Tornado squad commander with the as-yet
OVERVIEW Firedrake incendiary needler (likely “liberated” unknown Forty-fourth Shadow Division—was
While the Word of Blake’s Celestial-series from Lyran stores and duplicated by Blakist further augmented as an infantry warfare
OmniMechs were well documented by 3072, their factories on Gibson). Although this weapons load specialist. Van Ribkis is a veritable Frankenstein’s
companion Demon battle armor series remained a sacrifices the reach and armor-penetrating power monster of metal parts, synthetic flesh, and scar
lesser-known quantity. Doctor Cortland’s six Manei of the standard Asura, these suits are harder to tissue, and intelligence on this troop commander
Domini-centric designs represented an aggressive track in combat and murderous against soft targets suggests that his implants include dermal plating,
new program that set the Word’s elite forces head such as conventional infantry—or the often MASC enhanced leg prosthetics, and a toxin
and shoulders above their regular militia illequipped rebels battling Blakist occupation effuser that allows him to literally spit venom.
comrades. Created both to fulfill a specific mission forces. These features have made van Ribkis a fearsome
role while also imposing an element of The second Asura variant known to exist enemy in any encounter—whether he is in his
psychological warfare, each suit did its best to live in significant numbers is the SRM model. Likely armor or not. Just prior to the Third Battle of New
up to its infernal label. intended for ambush tactics at close range, this Avalon, van Ribkis was reassigned to one of the
The Asura—named for demons of Hindu version replaces the standard Asura’s weaponry first Asura battlesuits to be shipped beyond Terra,
lore—is one of the two medium-weight designs in with a single-shot six-tube SRM launcher and a and he used it to good effect in the fighting that
this battle armor series, and the one most clearly heavy machine gun for a much more powerful pitted Avitue’s Avenging Angels against the
intended to act as an all-aspect combatant. strike at a reduced range. While ideal against remaining Davion forces under Jackson Davion’s
Although it is under-armored compared to the vehicles and light ’Mechs where a single squad can command. Reliable reports credit van Ribkis with
Clan Elemental, the Asura has the same overland conceivably deliver a quick kill, this variant lacks three Davion BattleMech kills in as many hours,
mobility and jump capability. Its standard the stealth capabilities of the anti-infantry model including a 60-ton Davion Guards Argus.
armament boasts a greater reach against armored and thus may encounter mixed success if
targets, with a four-tube detachable rocket confronted by a more technologically
sophisticated foe before the trooper can strike.
Poltergeist Adept Omega Lila Anaru:
launcher and a medium recoilless rifle providing A trooper with the Forty-first Shadow Division
roughly the same potential damage as the basic As with the other Demon-series
battlesuits, the Asura has not seen significant (Uriel’s Blinding Fire), Lila Anaru took part in
Elemental suit but at a noticeably greater range. numerous counter-insurgency operations on
When used in full squads of six elite Manei Domini deployment beyond the ranks of the Manei
Domini. However, rumors from local resistance Canopus during the Division’s brief stay there in
shock troops, this extended range gives the Asura a 3071, excelling at the same incendiary tactics that
significant edge over the Elemental “gold sources have placed a few samples among the
regular Blakist Militia troops guarding Terra. While gave her unit its name. Although that first
operation saw Anaru in command of a standard

142
Purifier battlesuit, by the end of 3072 this deadly Type: Asura (Demon)
warrior had upgraded to an anti-infantry Asura, Technology Base: Inner Sphere
which she used to flush out and slaughter scores of Equipment Rating:
Canopian troops and local resistance forces. Chassis Type: Humanoid
When Ebon Magistrate forces finally Weight Class: Medium
tracked the Fortyfirst back to Aspropirgos in June Maximum Weight: 1,000 kg
of 3073, Anaru led a brilliant but desperate infantry Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
strike against the Canopian field commander’s Notes: SRM- and RL-equipped Asura may not jump or make swam/leg attacks until the missile pack is jettisoned.
BattleMech. Despite suffering mortal wounds from
experimental “catalytic munitions” employed by Equipment Slots Mass
the Canopians’ Capellan allies, Anaru managed to (kg)
reach and ascend the enemy ’Mech even though Chassis: 175
her battlesuit was breached and the myomers in Motive System:
her implants continued to self-combust. In a final Ground MP: 1 0
act of defiance, Anaru triggered her own self- Jump MP: 3 150
destruct implants while clinging to the canopy of Manipulators:
the Ebon commander’s cockpit and critically Left Arm: Battle Claw (Standard/SRM)
wounded the enemy commander. Battle Claw (Anti-Infantry) 15
Right Arm: None (Standard/SRM) 0
Battle Claw (Anti-Infantry) 15
Armor: Advanced 5 280
Armor Value: 7 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
Medium Recoilless Rifle RA 2 250
Rocket Launcher 4 (OS) Body 3 110
Detachable Missile Pack
Anti-Infantry
Machine Gun RA 1 100
Firedrake Support Needler LA 1 50
Camo System Body 2 200
SRM Heavy Machine Gun RA 1 150
SRM 6 (OS) Detachable Body 4 210
Missile Pack

143
CAVALIER BATTLE ARMOR
Mass: 1,000 kg the suit’s image. Give-and-take between aesthetics war, the Cavalier consistently outperformed every
Manufacturer: Albion Advanced Technologies and combat worthiness required the computer Inner Sphere battlesuit it was pitted against, save
and Products, General Motors of Talcott simulation of hundreds of designs, and prototypes for the Infiltrator Mk. II. Though even the Federated
Primary Factory: Albion, Talcott of dozens. Once an acceptable look was achieved, Suns has yet to develop its armored infantry forces
Cost: there were some unexpected results: armor plating to the same extent as the Clans, battle armor units
Battle Value 2.0: 38 (Flamer) shifted around the suit, enhancing leg armor by have become all but integral to ’Mech forces, able
38 (Machine Gun) enlarging the plating over the calves and thighs, to root out hidden resistance or mount crippling
44 (Small Laser) but the arms and hands lost significant armor surprise attacks like no other battlefield unit.
42 (SRM) protection. Some within the AFFC were concerned The Cavalier is in service with every single
BattleForce: that these changes were becoming too severe, AFFS RCT, along with many Lyran RCTs, and the
Optional Rules: compromising the complicated armor’s most unit likewise complements scores of conventional
important function of protecting the wearer from mechanized and jump infantry units. Independent
harm. battle armor battalions have proven decisive on
OVERVIEW Rather than incurring the significant time numerous occasions throughout the FedCom Civil
In the wake of the Clan invasion of the and costs involved in returning to the drawing War and during the current Jihad. Word of Blake
Inner Sphere, the AFFC High Command moved to board, engineers pressed on with what they had. forces, and even Combine and Capellan
capitalize on the resulting technological boom. The approved visual design was thoroughly commanders, are feeling firsthand the pressure
Whole series of new BattleMech and vehicle analyzed for combat readiness. Although the suit’s these hardy battlesuits can place on them,
designs debuted during those years, as did not exposed elbow and hand joints resulted in regardless of whether they can field their own
only the very first Inner Sphere-produced battle vulnerability to shrapnel, the wearer enjoyed an battle armor or not.
armor suit, but also three unique suits—all increased level of manual dexterity compared to
designed by Federated Commonwealth engineers the standard model. Reluctantly, the officers
assigned to the project concluded that the benefits NOTABLE TROOPERS
and built by Federated Commonwealth concerns.
By the end of the decade, however, the secession balanced the drawbacks and signed off on the Command Sergeant-Major
of the Lyran Alliance had sent morale within the Cavalier. The AFFC had achieved in a few short Wendleck “Grabber” Petrocelli: One
Federated Suns nation plummeting. months their goal of a unique battle armor suit for of the few who survived Archon Katherine’s order
In an effort to rebuild the esprit de corps the Federated Commonwealth, which quickly to utterly destroy the First Davion Guards,
within the sundered AFFC, Victor Steiner-Davion boosted morale in the units that received Cavaliers Command Sergeant-Major Petrocelli lived among
spearheaded the ‘redesign for Davion pride’ to replace standard battle armor lost in combat. the New Avalon underground for years until the
project, which saw ’Mechs like the Enforcer and Since its introduction more than a final Allied assault upon the world. While the Allies
JagerMech significantly upgraded. In the same decade ago, the Cavalier has seen few changes. To advanced on Avalon City from without, he struck
vein, the AFFC High Command also pushed date, there have been more Cavaliers built in the from within, knocking out communications and
through the redesign of the Standard Inner Sphere Inner Sphere than any other battle armor suit save forcing Loyalist commanders to split their limited
Battlesuit that its armored infantry troops had the original Inner Sphere standard. However, it has forces. When the First Guards were reconstituted in
been fighting in for the better part of the decade. also seen the highest percentage of losses, thanks the wake of the FedCom Civil War, he was among
Upon completion, this new suit was dubbed the solely to the FedCom Civil War, which regularly the first to volunteer. Wounded in the initial stages
Cavalier. pitted the Cavalier against itself and the many of the Word of Blake assault on New Avalon, he
What began as a purely cosmetic change other battle armor designs also fielded by the nevertheless continues to serve, leading a team of
became more significant as designers worked on Federated Suns and Lyran nations. Throughout the

144
volunteer armored infantrymen as they fight a Type: Cavalier
guerrilla campaign within the Blakists’ rear areas. Technology Base: Inner Sphere
Equipment Rating: E/X-X-E/E
Corporal Suzanne “Thumper” Chassis Type: Humanoid
Weight Class: Medium
Barqa: Busted down to corporal half a dozen Maximum Weight: 1,000 kg
times for fighting in-ranks, but with just as many Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
commendations for battlefield heroism, “Thumper” Notes: None.
Barqa lives up to her nickname. She and her fellow
armored infantrymen in the Second Ceti Hussars
Equipment Slots Mass
have racked up dozens of BattleMech kills since the
(kg)
Taurian invasion of the Pleiades Cluster.
Chassis: 175
Reprimanded three times for using excessive force
Motive System:
with POWs, the information she extracted each
Ground MP: 1 0
time led directly to successful operations—the
Jump MP: 3 150
only thing that has saved her career.
Manipulators:
Left Arm: None 0
Right Arm: Battle Claw 15
Armor: Standard 450
Armor Value: 9 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Modular Weapon Mount RA 1 (2) 10
Flamer (10) -- 1 150
Machine Gun (50) -- 1 100
Small Laser (30) -- 1 200
SRM 1 (4 shots) -- 2 110

145
FA SHIH BATTLE ARMOR
Mass: 1,000 kg provided above-average protection for battle The Fa Shih mounts any of the usual anti-
Manufacturer: Ceres Metals, Hellespont Industrials armor of its size. In addition, special magnetic ’Mech battlesuit weaponry, such as small lasers—
Primary Factory: Capella, Sian locking clamps built in at the knees and underarms including the light TAG spotting laser—flamers or
Cost: allow the Fa Shih to mount standard BattleMechs machine guns.
Battle Value 2.0: 38 (Flamer) and vehicles.
38 (Machine Gun) The Fa Shih’s first unique feature is its
44 (Small Laser) mine-laying and mine-detecting capabilities. The NOTABLE TROOPERS
30 (Light TAG) armor is equipped with a compact system for Pai-zhang Li Wynn: Wynn aspired to be a
BattleForce: deploying Field Artillery Scatterable Mines member of Warrior House Hiritsu. Older than most,
Optional Rules: (FASCAM). To deliver the mines, a Fa Shih trooper his persistence and intestinal fortitude brought
uses the suit’s jump jets to hover directly over the him to the attention of Aris Sung. Under Sung’s
targeted area and detach a canister from the suit’s tutelage, Wynn strived to become an accepted
OVERVIEW back. When the canister reaches the correct member of House Hiritsu. Through long hours of
Ambition slowed the development of altitude, it explodes and scatters dozens of study and physical training, Pai-zhang Wynn
battle armor by the Capellan Confederation. When grenade-sized mines over the selected area. The excelled where others floundered, making his Sifu
the other Inner Sphere houses already had battle mines travel downward with enough force to proud.
armor on the battlefield (in many cases multiple conceal themselves a few centimeters Li’s defining moment came while on
designs), the Confederation was still at the drawing underground. Seconds after the mines are assignment protecting Isis Marik as she toured the
table, developing plans for three different scattered, they arm themselves, and the minefield world of Hustaing. Unbeknown to Wynn and the
variations of their own design. However, the lack of is in place. The whole process takes approximately other members of House Hiritsu, the planet was a
familiarity with battlesuit technology prevented five seconds to cover an area of more than 30 targeted by the Second Battalion of the Blackwind
them from implementing any of these early square meters. The Fa Shih’s second canister can Lancers, who had gone rogue in an attempt to
designs, and the Confederation had to settle for an augment the size of the first minefield or lay a capture or kill Sun Tzu Liao who was traveling to
adopted copy of the standard Inner Sphere battle second area. To complement this capability, the Fa meet his fiancee on Hustaing. During the assault
armor, focusing their efforts on a single design. Shih also features advanced retractable electronic on the capital, Wynn defended Isis from the
Though this allowed the Confederation’s design to probes and metal detectors that allow it to clear Lancers and helped her escape capture at the cost
move forward, Capellan engineers still needed minefields quickly and efficiently. of his own freedom. When the Lancers capitulated,
years to come up with a workable model, The second unique feature of the Fa Shih Wynn returned a hero.
eventually requiring help from the Word of Blake is special magnetic clamps. Located at the knees During the Capellan-St Ives Civil War,
to solve the suit’s life-support and environmental- and underarms, the clamps allow a Fa Shih trooper Wynn received command of two infantry platoons,
containment systems before it went into the to mount standard BattleMechs and vehicles in the one equipped with Fa Shih battle armor. On St Ives,
testing phase. same way other battle armor mounts OmniMechs. Wynn’s command helped break the back of the
Deployment of the final prototype of the This feature was born of necessity, as the Capellan Home Guard at the Battle of Scottsdale Wash in the
Fa Shih, or the Master of Methods happened in Confederation currently fields only one Capellan- ‘Zona Province. However, during the push on Shen
3061. The armor is a medium suit, capable of anti- designed OmniMech, the Men Shen. Pass, Pai-zhang Wynn’s command assaulted the
’Mech or anti-personnel operations, and designed Finally, in harmony with Xin Sheng and city of Naqiuo in an attempt to break its defenders.
to absorb punishment as well as dish it out. While the current crop of ‘Mechs such as the Men Shen, Ti Yet, the attack faltered when they faced a
the Confederation was unable to adapt its new Ts’ang and Yu Huang, the Fa Shih’s armor was determined enemy consisting of a Clint and three
stealth armor system for use on the Fa Shih, it molded along the lines of Chinese aesthetics. armored vehicles supported by infantry. Wynn’s

146
unit suffered heavy casualties but destroyed the Type: Fa Shih
armored vehicles and forced the BattleMech to Technology Base: Inner Sphere
retreat. After his Fa Shih suit took a disabling hit Equipment Rating: E/X-X-F/F
from a laser, Wynn, now wounded, commandeered Chassis Type: Humanoid
a Blizzard hover tank and attacked the Clint making Weight Class: Medium
its way toward the rear echelon of Hiritsu forces Maximum Weight: 1,000 kg
advancing on the pass. Wynn selflessly gave his life Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
to stop the enemy ’Mech in a manner befitting of a Notes: None.
warrior of House Hiritsu.
Equipment Slots Mass
(kg)
Chassis: 175
Motive System:
Ground MP: 1 0
Jump MP: 3 150
Manipulators:
Left Arm: Basic Manipulator (w/ Mine Clearance) 15
Right Arm: Basic Manipulator (w/ Mine Clearance) 15
Armor: Standard 350
Armor Value: 7 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Modular Weapon Mount RA 1 (2) 10
Flamer (10) -- 1 150
Machine Gun (50) -- 1 100
Small Laser (30) -- 1 200
Light TAG (60) -- 1 35
Anti-Personal Weapon Mount LA 1 5
Mine Dispenser Body 2 50
Magnetic Clamps Body 2 30

147
FA SHIH 2
Field Testing Summation: Custom Fa Shih Hybrid loss is offset, however, by the increase in ground
Refit speed and general strength. The new myomer-
Producer/Site: Ceres Metals, Capella equipped Fa Shih is just as fast on the ground as it
Supervising Technician: Ogden Isray is in jump, making it one of the most
Project Start Date: 3078 maneuverable battle suits in the Inner Sphere. It
Non-Production Equipment Analysis: retains its magnetic clamps and minelaying
Battle Armor Myomer Booster (Clan) equipment, which makes its emplacement of
Mass: 1,000 kg tactical minefields even more prodigious.
Cost: In simulation the Ceres Arms demonstration team
Battle Value 2.0: 23 has also showed an increase in anti-BattleMech
BattleForce: attack power, using their enhanced strength to
Optional Rules: tear even greater swaths of armor free with each
grasp. Strategios evaluators have already indicated
their preference for this version of the Fa Shih, but
OVERVIEW unless Ceres can reverse-engineer the myomer
The Fa Shih has become synonymous booster technology, or devise some means of trade
with Capellan infantry combat teams and built a with the Clans to acquire more, the four suits
deserved reputation for excellence on the currently on Capella will be the only examples.
battlefield. Produced at maximum capacity since Ceres Metals had already made a sizable donation
its inception, the mine-laying battlesuits have been to the Capellan Science Foundation earmarked for
somewhat eclipsed by the multi-purpose Ying Long myomer booster research, but early reports have
(Trinity) battlesuit, but the Fa Shih’s utility means the researchers more or less throwing up their
that it will never be completely replaced. In an hands in disgust.
effort to close the gap between the Ying Long and
the Fa Shih, Ceres Metals engineers have used
captured technology to create a demonstration
team of Fa Shih battlesuits.
One of the few benefits to the
appearance of Clan troops along the Tikonov and
former Liao Commonality borders has been the
acquisition of Clan technology. One of those troves
of technology yielded a supply of experimental
Clan battle armor myomer boosters—a sort of
myomer acceleration signal circuitry for battlesuits.
Ceres engineers, seeing a chance to showcase the
Fa Shih, quickly adapted it to the Fa Shih.
The adaptation was not without cost; the
new Fa Shih’s armor protection is cut almost in half
and it loses the anti-personnel weapon mount. This

148
Type: Fa Shih 2
Technology Base: Mixed
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: Ground MP includes effects of Battle Armor Myomer Booster. This Booster also increases damage inflicted by Swarm/Leg Attacks by 2 points per trooper, and makes it
impossible to use Hidden Units rules

Equipment Slots Mass


(kg)
Chassis: 175
Motive System:
Ground MP: 3 0
Jump MP: 3 150
Manipulators:
Left Arm: Basic w/ Mine Clearance 15
Right Arm: Basic w/ Mine Clearance 15
Armor: Standard 200
Armor Value: 4 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Modular Weapon Mount RA 1 (2) 10
Machine Gun (50 shots) RA 1 100
Battle Armor Myomer Booster (C) LA 3 250
Mine Dispenser Body 2 50
Magnetic Clamps Body 2 30

149
GRAY DEATH STANDARD SUIT
Mass: 1,000 kg BattleMechs. By amplifying the wearer’s strength, it Hesperus II established Gray Death Technologies.
Manufacturer: Gray Death Technologies improves their chances of success in performing Located on Glengarry, GDT is the only
Primary Factory: Glengarry dangerous anti-’Mech attacks. manufacturer in the Lyran Alliance dedicated to
Cost: The Legion’s new battle armor made its manufacturing battle armor. Along with the Scout
Battle Value 2.0: 37 (Small Laser) debut against the Jade Falcons on the world of Suit, the Standard design is marketed to the LAAF
37 (Flamer) Pandora. Fighting amidst the thick jungle near the and mercenaries; to further such marketing, a new
43 (Machine Gun) town of Vandmaal, the battle armor proved variant of the Standard has appeared recently,
41 (SRM) decisive in the Legion’s victory over the Clan mounting a light recoilless rifle.
48 (Light Recoilless Rifle) invaders. In the years following the Truce of
BattleForce: Tukayyid, the Gray Death Standard battle armor
Optional Rules: continued to prove its worth in repeated NOTABLE TROOPERS
engagements against a variety of foes. Like the Major Vance Redding: When Mobile Fire
Legion’s Light Scout version, the Standard suit was received several squads of battle armor (a
OVERVIEW manufactured by the Legion on Glengarry. sweetener to maintain their support for Katherine
Like the Scout, the Gray Death Standard Production remained limited to the mercenaries’ Steiner-Davion), Vance Redding was delighted.
battle armor design was created after the NAIS need to replace battlefield losses. However, the Proving that you can teach an old dog new tricks,
supplied the Gray Death Legion with battle armor Legion occasionally sold small numbers to other Redding quickly learned how to operate one of the
prototypes for field-testing. Responding to the mercenary units and the LAAF. Gray Death Standard suits.
assessments of their troops, the Legion engineers In 3065 the Gray Death Legion was One of Donald Moore’s most faithful
enhanced the capabilities of the NAIS-supplied destroyed on Hesperus II. Many expected Alex supporters, Redding was instrumental in executing
design by adding an anti-personnel weapon for Carlyle would return to rebuild the unit his father the plot to remove the aging Fred Laurencin from
use in infantry-support operations and an created, but with the FedCom Civil War raging, the command and put a member of the Moore family
enhanced sensor suite. These modifications came LAAF was unwilling to release Alex from his back in their hereditary position. Since accepting a
at the expense of the standard jump pack. commission. Then the Carlyle family was stripped contract with the Word of Blake in 3068, Mobile
However, the resulting design is less expensive to of their title and lands on Glengarry, and even if Fire have been deployed on the Blakist
produce and easier to maintain. The battle armor Alex could have raised the funds, the Mercenary protectorate worlds where they have had to deal
retains a high degree of mobility thanks to Review and Bonding Commission regretfully with ComStar-sponsored insurgents. In this role,
reinforced myomer bundles that allow it to bound pointed out that it lacked a rating code low the Gray Death Standard battle armor (with its
across the battlefield at over 30 kph. Common enough for a reconstituted Legion. Without the advanced sensors) has proven itself invaluable.
weapon selections include a small laser, machine legendary Grayson Death Carlyle to offset it, the
gun, flamer, or a single tube SRM launcher Legion’s habit of breaking contracts and turning
on their employers had left their reputation soiled
Captain Evelyn Hokna: With their
equipped with a four-missile magazine. impeachable reputation, the Twenty-first Centauri
The Gray Death Standard battle armor beyond redemption.
However, the Gray Death battle armor Lancers were one of the first units that the Gray
suit is intended to reinforce conventional infantry Death Legion supplied with battle armor. The task
when facing heavy BattleMech opposition. The designs survived the death of the unit that created
them. With financial aid from Defiance Industries, of organizing the Fifth Company of the Security
suit’s thick armor not only protects against Lancers fell to Evelyn Hokna. Fascinated by battle
weapons fire but also reduces the feelings of Richard Leone (cousin of the late Legion infantry
commander Thomas Leone) and a handful of armor since the first wild stories about their
exposure and vulnerability commonly experienced capabilities began to leak out from the survivors of
by infantry during battle against opponents in support staff that survived the bloodbath on
commands unlucky enough to face the Clan

150
juggernaut, the life-long Lancer jumped at the Type: Gray Death Standard
assignment. Technology Base: Inner Sphere
With the facilities of the Focht War Equipment Rating: E/X-X-E/E
College on Tukayyid at her disposal, Captain Hokna Chassis Type: Humanoid
was able to rapidly train and organize her new Weight Class: Medium
command. Furthermore, she had several Maximum Weight: 1,000 kg
opportunities to discuss battle armor operations Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
with Nova Cat Elementals—including Khan Santin Notes: None.
West himself. This has given Evelyn valuable
insights into battle armor operations that few Equipment Slots Mass
other Inner Sphere commanders can boast. (kg)
The Lancers had already fallen afoul of Chassis: 175
Blakist schemes back in 3057, when they were held Motive System:
prisoner while Word of Blake Militia troops Ground MP: 3 80
infiltrated ComStar’s defenses on Terra under the Jump MP: 0 0
mercenaries’ colors. When the Blakists assaulted Manipulators:
Tukayyid, Colonel Haskell was determined that the Left Arm: None
Lancers’ dependents would not be used as Right Arm: Battle Claw 15
hostages against them once more. With the aid of Armor: Standard 450
the Killer Bees’ JumpShip Queen Bee, Captain Armor Value: 9 + 1 (Trooper)
Hokna and her company evacuated Lancers’
wounded and dependents. Weapons and Equipment Location Slots Mass
(Capacity) (kg)
Modular Weapon Mount RA 1 (2) 10
Small Laser (10) -- 1 200
Flamer (50) -- 1 150
Machine Gun (30) -- 1 100
SRM 1 (4 shots) -- 2 100
Light Recoilless Rifle (20) -- 2 175
Anti-Personnel Weapon Mount LA 1 5
Improved Sensors Body 1 65

151
GRAY DEATH STRIKE
Mass: 1,000 kg of two lighter basic manipulators, and the combined with the suit’s size and relatively high
Manufacturer: Defiance Industries launcher’s magazine was reduced to only two speed, make it very difficult to get a weapon lock
Primary Factory: Furillo volleys. The fact that the launcher was a standard on the battle armor.
Cost: Sphere-made system also reduced the weapon’s Currently, the GD Strike suit is sold exclusively to
Battle Value 2.0: 52 effective range. This reduced the suit’s the Lyran Commonwealth, to make up for their
BattleForce: performance tremendously. Once used, however, heavy battle armor losses during the Jihad. These
Optional Rules: the missile system can be jettisoned for extra suits have seen action primarily in small raids
mobility, and the GD Strike armor can act as a against the remnants of the former Free Worlds
spotter for semi-guided artillery and missiles League. While the Commonwealth is the suit’s only
OVERVIEW thanks to the light TAG mounted in its right arm. buyer, Defiance Industries is keeping quite a few to
With the virtual destruction of Gray While some troopers made complaints about the themselves to outfit their own security forces.
Death Technologies in 3074 the development of lack of missile reloads and the missing secondary Though expensive, these Defiance security models
the Gray Death Strike (or GD Strike) armor came to weapon, most performance and field reports are may actually be Clan-tech equipped prototypes
an abrupt halt. Though the surviving prototypes very favorable. rather than the production GD Strike suits.
performed above all expectations against the These conflicting opinions probably Whether the rumors suggesting this are true or
Word of Blake, the heavy damage the Word originate from a misconception of what the suit is not, Defiance has not needed to deploy its defense
delivered to Glengarry’s battle armor construction made for by some of its wearers. Many battle forces in the last couple of years. Nevertheless,
sites rendered GDT unable to produce even their armor pilots are trained on attack suits and not strange production numbers and cost analyses
older suits. Additionally, when GDT’s backers at used to the idea of functioning as a support unit on indicate that there is something going on.
Defiance Industries took full control of the the battlefield. While working mainly in a support
company they decided to relocate all battle armor role heavily improves the chances for battle armor
manufacturing to their sites on Furillo, further troops to survive, many GD Strike troopers desire
stalling any battle armor production for a number to wade into the thick of battle.
of years. The Gray Death Strike armor is often
The GD Strike prototypes were armed deployed alongside its predecessor, the Gray
with a Clanmade advanced SRM system. Though Death Standard suit. In such formations, a common
Defiance Industries attempted to secure a steady tactic uses Strike suits to fire a barrage of missiles
flow of these launchers from one of the Inner against heavily armored enemy targets or
Sphere-friendly Clans, even the Diamond Sharks positions, before the older Standard suits overrun
could not be convinced to provide enough whatever is left using their direct fire weapons.
weapons to justify a full production run of the With 450 kilograms of standard armor,
original suit. While it is unclear if negotiations are the Gray Death Strike armor is one of the best
still ongoing, the GD Strike armor was redesigned armored medium-sized suits the Inner Sphere has
to work with an Inner Sphere missile system in currently in production, and is able to take a
early 3080, enabling full production by the end of beating from many BattleMech weapons. Lacking
the year. any jump capability, the suit was outfitted with a
In order to work the heavier launcher into very powerful ground movement system and is
the prototype, the designers cut back in other able to run as fast as thirty-two kph on open
places. The two battle claws were removed in favor ground. The ability to hide behind small objects,

152
Type: Gray Death Strike Armor
Technology Base: Inner Sphere
Equipment Rating: E/X-X-E/E
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: Features the following Design Quirk: Distracting.

Equipment Slots Mass


(kg)
Chassis: 175
Motive System:
Ground MP: 3 80
Jump MP: 0 0
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Standard 450
Armor Value: 9 + 1 (Trooper)

Weapons and Equipment Slots Location (Capacity) Mass


(kg)
Light TAG (60) RA 1 35
Anti-Personnel Weapon Mount LA 1 5
SRM-3 (2-shots) Detachable Body 3 250
Missile Pack

153
INFILTRATOR MK II BATTLE ARMOR
Mass: 1,000 kg the NAIS to develop a replacement for the the FedCom Civil War accounted for a not-
Manufacturer: Achernar BattleMechs Infiltrator, one better suited for the FCIC’s missions. insignificant number of suits—the Infiltrator Mk. II
Primary Factory: New Avalon The actual breakthrough, though, came can be found within most RCTs, as well as in a
Cost: from a surprising source. In 3057 the Intelligence number of dedicated special forces units. Most are
Battle Value 2.0: 49 (Standard) Secretariat obtained several Mark XXI Nighthawk of the standard variant, though a few suits have
35 (Sensor) suits that the Gray Death Legion had found within appeared over the years that sacrifice the integral
BattleForce: a Star League vault on Karbala. Once delivered to Magshot for a standard support machinegun and
Optional Rules: the NAIS, the Nighthawks were systematically additional sensors.
dismantled and analyzed. Though they were
destroyed in the process, the Nighthawks provided
OVERVIEW invaluable data. NOTABLE TROOPERS
Though the AFFC was the first Inner The Mk. II suit surpasses the Mk. I in every Agent “Tamroy”: The Federated Suns’
Sphere military to field a battle armor suit, and way, though only at a substantial cost. It is faster, Ministry of Information, Intelligence and
soon thereafter debuted two additional, highly better armored and far more agile than the Operations maintains its own force of “Puma”
specialized suits, the fact that it was also the largest “Waddle,” as many operators euphemistically battle armor, mostly within its Covert Ops Division.
military in the Inner Sphere prevented it from named the Mk. I suit. This Mk. II suit, unofficially The agents assigned to this division are carefully
continuing its pioneering trend. Quite simply, the known as the “Puma,” includes an integral jump selected not only for their abilities and their
AFFC had to not only equip more line units than pack, an optional para-foil attachment for high- devotion to the Davion family, but also for their
any other nation with battle armor formations but altitude insertions, and increased low-observability flexible ethics. Notoriety is not something any of
also rebuild countless Regular Army regiments capabilities and electronic countermeasures. these individuals aspire to, but occasionally reports
shattered or destroyed during the Clan Invasion. Designed to take a more direct combat role than of their exploits leak out. So is the case with the
While the NAIS and other military think-tanks kept its predecessor, the Mk. II is fitted with two fully- agent code-named “Tamroy.” Responsible for more
abreast of the latest developments pursued by functional hands, though one of those hands is than two hundred confirmed kills, this agent has
their rivals throughout the Inner Sphere, R&D encased within the hardpoint when fitted with a apparently been working directly for Duke George
funding dropped significantly as priority was support-class weapon, while the other is a fully Hasek, most recently deep behind the lines within
assigned toward recouping losses. articulated claw. Although originally intended to the Capellan Confederation. Unconfirmed rumors
The Infiltrator battle armor suit, with its mount the usual assortment of anti-’Mech from Capellan propagandists that Tamroy directed
integral stealth capabilities, was a design weaponry, the success of the specially-designed the orbital bombardment on Sian notwithstanding,
inherently suited for special forces and Magshot Gauss rifle changed the designers’ plans. Tamroy has apparently assassinated more than
intelligence-gathering missions. Purchases made The new weapon is now mounted on all standard two dozen senior Confederation officers in just the
by the elements of the Federated Commonwealth Infiltrator Mk. II suits, giving them a sniping past year, sniping them from extreme ranges and
Intelligence Command (FCIC), both civilian and weapon superior to any other on the battlefield. As then fading away before Capellan troops can find
military, accounted for the majority of the with most other battle armor designs, the Mk. II him (or her).
Infiltrators built in the first few years of production. also has a mounting hardpoint for a secondary
The Infiltrator’s many flaws were immediately anti-personnel weapon.
Still in short supply—by all accounts the
Major General Sheldon Zibler: Unlike
evident, however, and the Intelligence Secretariat, the majority of his family, Sheldon Zibler willingly
the FCIC’s command element, directed its Office of DMI and MIIO combined have taken delivery on
almost forty percent of the suits manufactured Dispossessed himself in order to join the nascent
Science and Technology (OST) to coordinate with armored infantry corps when he graduated the
throughout the years, while losses incurred during
Albion Military Academy in 3051. Though not the

154
typical armored infantry build, he nevertheless Type: Infiltrator Mk. II
excelled in training and took command of one of Technology Base: Inner Sphere
the first battle armor platoons, and then Equipment Rating: E/X-X-F/F
companies, and then battalions in the AFFC. That, Chassis Type: Humanoid
more than his family name, put him on the fast Weight Class: Medium
track. Derailed for several years during the FedCom Maximum Weight: 1,000 kg
Civil War, he led the Argyle prison break which Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
freed more than two thousand political prisoners Notes: None.
from Archon Katherine’s clutches and, after linking
up with Field Marshal Ardan Sortek’s task force, Equipment Slots Mass
took command of the provisional airborne brigade (kg)
that secured LZ after LZ for the Allies during their Chassis: 175
final push on New Avalon. Sporting the Puma suit Motive System:
personally given him by his father, Marshal Dixon Ground MP: 1 0
Zibler, he now commands the Eighteenth Jump MP: 3 150
Federation Airborne Brigade, which since the dawn Manipulators:
of the Jihad has jumped from world to world to Left Arm: Basic Manipulator 0
lend their unique skills to the fight against the Right Arm: Basic Manipulator 0
Blakists. Armor: Standard Stealth 4 360
Armor Value: 6 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
Magshot Gauss Rifle (10) RA 3 175
Anti-Personnel Weapon Mount LA 1 5
ECM Suite Body 1 100
Parafoil Body 1 35
Sensor
Machine Gun (50) RA 1 100
Anti-Personnel Weapon Mount RA 1 5
Anti-Personnel Weapon Mount LA 1 5
ECM Suite Body 1 100
Improved Sensors Body 1 65
Parafoil Body 1 35

155
INFILTRATOR MK II CORAL INTENT
Field Testing Summation: Custom Infiltrator Mk. II primary “weapon,” the AFFS Director of the Regular
Hybrid Refit Army required a ranged weapon of some sort
Producer/Site: Achernar BattleMechs, New Avalon (without sacrificing the current level of armor
Supervising Technician: Leftenant General Kel protection). As the MagShot ultimately proved too
Senn massive, a team of Federated-Barrett engineers
Project Start Date: 3074 detached to CORAL INTENT recognized the
Non-Production Equipment Analysis: possibility of tweaking the Thunderstroke II Gauss
Battle Armor C3 System rifle to match the David light Gauss rifle’s
Mass: 1,000 kg performance specifications; the resulting
Cost: “Thunderstick” even surpasses the David in overall
Battle Value 2.0: 36 range, though at five times the price (F-B
BattleForce: executives indicate that price will decrease rapidly
Optional Rules: once R&D costs are absorbed by full-scale
production).
Moving from the drawing board to operational
OVERVIEW prototype took more than three years; project
Reverse-engineering the Blakist Purifier engineers continually ran into difficulties both in
battlesuits captured during the New Avalon providing enough processor “power” for all of the
assaults was a high priority to the AFFS. This task battlesuit’s systems as well as excessive ambient
proved difficult, but ultimately not impossible for electromagnetic interference that interfered with
the combined resources of the AFFS Department multiple subsystems and made the battlesuit far
of Military Communications and Research and more detectable than desired. Project CORAL
Achernar BattleMechs. For this project, Achernar INTENT is currently engaged in extended field-
constructed a group of Infiltrator Mk. II suits upon testing, with a goal of moving to the
which the experimental mimetic armor could be Demonstration/Evaluation phase later this year.
mounted. Preliminary trials suggested that the
standard Mk. II’s stealth armor was still a more
effective option based on standard AFFS battle
armor tactics, and so the concept was abandoned,
with the existing suits and mimetic armor shelved.
Only the acquisition of several prototype Combine
battle armor C3 systems from undisclosed sources
prompted the re-evaluation of the concept.
Project CORAL INTENT took charge of the
mimetic Infiltrator prototypes, which was an ideal
chassis for the battlesuit C3 system (especially as
project engineers could not modify the C3 to work
alongside the standard Mk. II’s integral ECM suite).
Though the C3 system is considered this battlesuit’s

156
Type: Infiltrator Mk. II CORAL INTENT
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: None

Equipment Slots Mass


(kg)
Chassis: 175
Motive System:
Ground MP: 1 0
Jump MP: 3 180
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Mimetic 7 300
Armor Value: 6 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
David Light Gauss Rifle (15) RA 1 100
Anti-Personnel Weapon Mount LA 1 5
Battle Armor C3 System Body 1 250

157
INNER SPHERE STANDARD
Mass: 1,000 kg As the Clans suffered their first few and the Draconis Combine’s Raiden—identical in
Manufacturer: Defiance Industries (House defeats, Inner Sphere forces managed to capture many respects to functionality with the Inner
Steiner); Corean Enterprises, Free Worlds Defense Clan battle armor, and Inner Sphere engineers Sphere Standard, but sporting a custom look
Industries, Irian Technologies, Kali-Yama Weapons were able to closely examine the new weapon. unique to each faction—the Inner Sphere Standard
Industries (House Marik); Ceres Metals, Hellespont Soon they had developed copies of the Clan battle battle armor suit is still used extensively across
Industrials (House Liao); Cosby Myomer Research armor using technology available throughout the known space; with the exception of House Davion,
Firm, Luthien Armor Works, T Inner Sphere. The earliest examples of these copies who has already shifted all production over to their
Primary Factory: Hesperus II (House were produced by the Federated Commonwealth’s Cavalier, all the Houses to one degree or another
Steiner); Stewart, Gibson, Irian, Kalidasa New Avalon Institute of Science (NAIS) and were still produce the Inner Sphere standard.
(House Marik); Capella, Sian (House Liao); immediately issued to FedCom troops on the Clan The standard suits remains one of the
Vega, Luthien, Hachiman (House Kurita) front and select elite mercenaries such as the Gray most effective and flexible battle-armor designs in
Cost: Death Legion for field-testing. use and is the most widely available, partially due
Battle Value 2.0: 38 (Flamer) These suits incorporated many of the to the fact that manufacturers actively searched for
38 (Machine Gun) same systems as the Clan suits, but the limitations new markets instead of stopping production in
44 (Small Laser) of Inner Sphere technology prohibited the battle favor of the newer, specialized armors. Lowered
34 (SRM 2) armor from carrying as much armor as the Clan prices and palettes of custom modifications on
BattleForce: suits and from mounting both the SRM launchers demand made this otherwise costly type of
Optional Rules: and jump jets standard on Clan suits. During the infantry attractive to more mercenaries, private
same period, engineers from the Draconis security and even police forces.
Combine, Free Worlds League and Capellan
OVERVIEW Confederation began to develop battle-armor suits
NOTABLE TROOPERS
Immediately following the Inner Sphere’s based on captured Clan armor. As all these suits
first contact with Clan battle armor in 3050, the entered production functionally identical, it is PFC Sergej Kovalenkov: Tall, good
militaries of all five Great Houses began intense widely believed that rampant corporate espionage looking and with an athletic build, Private
research to develop and mass-produce their own and/or illegal exchanges of technology across Kovalenkov is prime recruiting vid material and
battle armor to counter this new Clan threat. At interstellar borders resulted in this unusual magnet to the female population on his postings.
first, Inner Sphere researchers had no models on serendipity of design. What he’s not, though, is the archetypical empty-
which to base their designs because the Clan Continuous refinement of the basic headed grunt, having reached his degree in
forces were sweeping away all who opposed them chassis and further analysis of captured Clan suits military science in only two years after completing
and leaving virtually no battlefield salvage for allowed the addition of compact jump jets to the six years of regular infantry service in the AFFC,
Inner Sphere forces. Thus, the Inner Sphere standard Inner Sphere battle armor by the time of earning him the honor in 3050 of being the first
designers were forced to reach all the way back to the Battle of Tukayyid in 3052. However, Inner Inner Sphere soldier to field-test battle armor.
the Star League era, to sketchy records of power Sphere technological limits still preclude an Inner Then on his way to Leftenant, Kovalenkov quickly
armor suits such as the Nighthawk, which was used Sphere battle armor that combines jump capability took to this new branch of weapons. Identifying
by scouts and special forces of the original SLDF. and the additional SRM launcher found on Clan himself a bit too much with his new power,
Early battle-armor prototypes based on this data Elemental suits. perhaps, he seemed to imagine a field of
fared poorly in combat simulations, and research Although most Inner Sphere militaries invincibility around himself. While this state of
proceeded slowly at best. have further refined the basic battle-armor design mind worked to his advantage in battle, it also
to create such suits as the Federated Suns’ Cavalier manifested itself in snobbish behavior once he

158
stepped outside the armor. Scientists and Type: Inner Sphere Standard
engineers wouldn’t put up with such manners for Technology Base: Inner Sphere
long, and Kovalenkov eventually found himself as Equipment Rating: E/X-X-E/E
an enlisted grade back in the service. Chassis Type: Humanoid
In the final days of the Clan invasion, Weight Class: Medium
Kovalenkov’s attitude shifted for the worse. Now Maximum Weight: 1,000 kg
reckless and daring as a devil in battle, he quickly Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
gained the reputation of being the reason why Notes: None.
battle armor was equipped with fully closed
helmet elements—else everybody would have Equipment Slots Mass
seen him ripping out myomers with bare teeth. (kg)
Sadly but fittingly, Kovalenkov died in Chassis: 175
3057—shortly after being once more demoted on Motive System:
grounds of endangering fellow troopers—as his Ground MP: 1 0
armor shorted out when he dug his claw into a PPC Jump MP: 3 150
of an onrushing FWL Awesome. Manipulators:
Left Arm: None 0
Go-cho Sascha Gerten: During the Right Arm: Battle Claw 15
blackout of Luthien, Go-cho Gerten jury-rigged her Armor: Standard 450
downed battle armor and the Pagoda of Cherry Armor Value: 9 + 1 (Trooper)
Blossoms’ copper roof to act as an impromptu
orbital transmitter to contact troops still loyal to Weapons and Slots (Capacity) Mass
the Dragon. For several days, Gerten’s link to the Equipment Location (kg)
heavens was the only reliable source from the Modular Weapon Mount RA 1 (2) 10
Black Pearl to DCMS high command, officially Flamer -- 1 150
confirming the treachery of the Black Dragons. Machine Gun (50) -- 1 100
Small Laser (30) -- 1 200
SRM 2 (OS) -- 2 75

159
INNER SPHERE STANDARD “HIVE”
Field Testing Summation: Customized Inner sophisticated battle armorscale C3 system, a
Sphere Standard Refit technology the team likely salvaged from
Producer/Site: Field Refit, Galatea abandoned Blakist stores. This piece of radical new
Supervising Technician: Ginger Caernafon tech allows the “Hive” suits to direct deadly
Project Start Date: 3076 accurate fire for their teammates, making them
Non-Production Equipment Analysis: one of the most dangerous battle suit squads in
Battle Armor C3 System the Galatean arenas.
Mass: 1,000 kg
Cost:
Battle Value 2.0: 35 (Without active C3 Network)
BattleForce:
Optional Rules:

OVERVIEW
The “Hive” Battle Suit squad is also part of
the “Four Myths and a Funeral” Gladiator Team.
Piloted by four of the largest Inner Sphere soldiers
this reporter has ever seen, they could literally be
considered the eyes of the “Four Myths” team. The
two sets of identical twins have extensive training
in field recon and have been the deciding factor in
the team’s victories on numerous occasions. With
the recent overhaul of their suits, they may have
lost personal firepower, but they’ve more than
made up for it in the ability to direct the firepower
of the rest of the team.
Replacing the standard-class armor with advanced
armor, each of these Inner Sphere Standard
battlesuits lose some of the heavy protection they
once enjoyed, but make up for it with a significant
savings in mass. The left arm battle claw is retained
for climbing and mechanized mobility, but also
features a David light Gauss rifle in an underslung
hard-mount. Eschewing ’Mech scale firepower, the
modular weapons mount from the right arm is
removed and replaced with an armored glove
instead, not only enabling its trooper to carry
conventional arms, but also saving suit space for a

160
Type: Inner Sphere Standard “Hive”
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: None

Equipment Slots Mass


(kg)
Chassis: Medium 175
Motive System:
Ground MP: 1 0
Jump MP: 3 150
Manipulators:
Left Arm: Armored Glove 0
Right Arm: Battle Claw 15
Armor: Advanced 5 280
Armor Value: 7 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
David Lt Gauss Rifle (15 shots) LA 1 100
Battle Armor C3 System Body 1 250

161
LONGINUS BATTLE ARMOR
Mass: 1,000 kg the Blakists staff. Armor composites shattered manufacturer, were persuaded to defray some of
Manufacturer: Corean Enterprises, Irian under test firing, the suit’s power systems failed their costs in exchange for free use of some of the
Technologies, Kali-Yama Weapons Industries, Etna without warning, and a series of design corrections technologies developed during the project
Foundries and revisions were required before a second, more The first Longinus suits, assembled on
Primary Factory: Stewart, Irian, Kalidasa, successful, series of prototypes were fielded in Irian, entered service with the FWLM in December
Oriente early 3057. This early model did not feature the 3057. The suits arrived too late for use in Operation
Cost: SRM-launcher that made its Clan cousin so deadly, Guerrero, but a squad saw action in the Sirian
Battle Value 2.0: 41 (Small Laser) and at the FWLM’s insistence development Campaign, leading the storming of Gyrn’s
41 (Flamer) continued for another eight months. stronghold. The first significant combat
47 (Machine Gun) Most other models based on the Clan deployment of the suit was Operation Bulldog,
44 (“David” Light Gauss Rifle) design had dropped the SRM pack for good where they proved their resilience against their
BattleForce: reason—every attempt to combine full jump Clan cousins.
Optional Rules: capability with an SRM launcher met with failure; Unlike the more specialized Achileus and
either the suit was simply too heavy to maneuver Phalanx designs, the Longinus is now a common
effectively on the ground, or it became too sight in the FWL, manufactured on Kalidasa (by
OVERVIEW ungainly to control in mid-jump. The FWLM Kali-Yama) and Stewart (by Corean Enterprises) in
Jointly developed by the Free Worlds and solution was surprisingly simple: the final Longinus addition to IBMU. Most FWLM detachments have
the Word of Blake, the Longinus—named for the incorporated an SRM launcher like the one found access to some Longinus suits, though distribution
wielder of the Spear of Destiny in the Christian in the Clan suit, but internal safety mechanisms is patchy. Rear-echelon units may have only a
mythos—was the FWLM’s attempt to replicate the prevent the wearer from engaging the jump jets squad or two for security operations while elite
standard Clan Elemental battle armor. Unlike most until the missiles are used and the launcher is front-line formations may have companies or even
Inner Sphere states, the FWL had access to cutting- jettisoned. Unfortunately, the additional safety and battalion-strength deployments, something that
edge technologies via their alliance with the jettisoning mechanisms mean that the FWLM suit has played a considerable role in the FWLM’s
Blakists, but even this did not allow them to carries a single pair of missiles and lacks the success in the Isle of Skye.
produce a direct copy. Indeed, the additional reloads of the Clan suit. The Captain-General initially balked at
technical sophistication—and bureaucratic Capable of stopping a large laser or supplying the suit to the Word of Blake and
difficulties in the alliance—slowed the design’s small-caliber autocannon hit, the Longinus met specifically refused to supply any for the invasion
development, and so the effort proceeded much every criteria set by the LCCC, save one—cost. The of Terra, but the last decade has seen a small but
more slowly than Federated Commonwealth and Longinus’ sophisticated armor composites—near- significant number of Longinus suits appearing in
Draconis efforts to create battle armor. The end perfect copies of Clan battle-armor composites— the Word of Blake Militia. It is not known, however,
result, however, was more sophisticated than the required new manufacturing processes, a if the Blakists’ variant contains any additional
rival versions, and, unlike comparable DCMS and consideration that dramatically drove up the cost technologies.
Federated Commonwealth designs, the Longinus of manufacturing the battle armor. The
featured a version of the Clan Elementals’ SRM development of the suit also ran way over budget
and took an excessive amount of manpower away NOTABLE TROOPERS
launcher.
The development process took a year from other, vital projects. The LCCC initially balked Staff Sergeant Manzak Dubreil: One of
and a half, but even after the suit‘s debut in 3056 at the price until Captain-General Thomas Marik the most experienced battlesuit operators in the
the project was plagued by technical issues, some himself authorized additional funding for the FWLM, Dubreil took part in Operation Bulldog and
of which were traced to ComStar sympathizers on project. Additionally IBMU, the suit’s initial several more recent skirmishes before being

162
assigned to the Atreus garrison. In the coup that Type: Longinus
unseated Thomas Marik, he is known to have Technology Base: Inner Sphere
fought for the loyalists and played a key role in Equipment Rating: E/X-X-F/E
resisting the initial occupation of the capital. Chassis Type: Humanoid
Throughout the first night his squad clashed Weight Class: Medium
numerous times with Paulist and Blakist troops Maximum Weight: 1,000 kg
before his suit was eventually rendered inoperative Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
and abandoned. Dubreil’s current whereabouts are Notes: SRM must be jettisoned before the Longinus can make Anti-’Mech Attacks, or use Jump movement.
unknown.
Equipment Slots Mass
Force Commander Arthur (kg)
Chassis: 175
Sukhanov: Member of a distinguished Marik Motive System:
martial family, with distant ties to the Clan
Ground MP: 1 0
bloodline of the same name, Sukhanov serves on
Jump MP: 3 150
Jeremy Brett’s staff. The infantry commander of the
Manipulators:
Arcadia operation during the FedCom Civil War,
Left Arm: None 0
leading from the front in his advanced battle
Right Arm: Battle Claw 15
armor. Sukhanov has become a key advisor to
Armor: Advanced 5 360
Marshal Brett and his wife, specializing in the
Armor Value: 9 + 1 (Trooper)
employment of battle armor in urban
environments.
Weapons and Equipment Location Slots Mass
(Capacity) (kg)
Modular Weapon Mount RA 1 (1) 10
Flamer (10) -- 1 150
Small Laser (50) -- 1 200
Machine Gun (30) -- 1 100
David Light Gauss Rifle (15) -- 1 100
Anti-Personnel Weapon Mount LA 1 5
Detachable SRM 2 (OS) Body 2 85

163
LONGINUS “HACKED”
Field Testing Summation: Prototype Longinus electronics). Japalucci—and Apple Computers
Refit Interstellar, working from captured Blakist C3i
Producer/Site: Principality of Regulus, Unknown systems—was able to fit the key elements of a C3i
Supervising Technician: Mark “Chiphead” computer into a battlsuit, although the system had
Japalucci to be distributed across a squad to gain its full
Project Start Date: 3079 operational capability. Beyond merely adding
Non-Production Equipment Analysis: battle armor to the powerful C3 networks
Battle Armor C3i previously dominated by BattleMechs and vehicles,
Mass: 1,000 kg this technology also makes it possible for a
Cost: properly equipped squad to extend the benefits of
Battle Value 2.0: 26 (MG) a friendly C3 network into locations much larger
28 (David) units simply cannot access—such as cave
BattleForce: complexes and the interiors of hardened bunkers.
Optional Rules: Unfortunately, there is a substantial
trade-off involved in this upgrade. Longinus armors
so “hacked” are not much better than durable,
OVERVIEW slightly stealthy sensor platforms to extend the C3
The devastated defenders of Regulus networks of heavier units. With over a third of their
have not limited themselves to reconstruction of design weight dedicated to electronics, these
the Regulan armed forces. As seen with their modified suits shed jump capacity, armor, and
Merlin Ngake DropShip refit, Regulan field weapon payloads to link into a combat network. A
technicians have been able to innovate with squad of these suits is now noticeably more fragile
salvage and samples of experimental technology. than a conventional Longinus squad, but can call
The “Longinus Hacked” battlesuit is one such upon the accurate fire of other units in its network.
innovation. Though the resulting suit is rather The lessons taken from several trial deployments of
lightly armed and armored for its mass, the test the “Hacked Longinus” (which all appear to have
platoons deployed were able to demonstrate the been withdrawn from service) is that the battle
potential of integrating battle armor into C3 armor C3i system should be deployed on heavier
networks. Despite the promise this new suit models. Lighter armors are hardly better than
technology offers, however, the Principality has remote C3 sensors, while battlesuits of the medium
shelved the project for now, likely due to the weight class like the Longinus cannot carry enough
shortage of C3 networks in its forces, but other firepower beyond the C3i system to contribute
militaries have noted the results and copycats may much beyond acting as mobile scouts (if fitted with
not be far behind. stealth systems).
The “Hacked” Longinus was developed
primarily under the guidance of a senior Regulan
battle armor technician, Mark Japalucci (who is
apparently referred to as “Chiphead” by fellow
technicians for his inordinate interest in

164
Type: Longinus “Hacked”
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: None

Equipment Slots Mass


(kg)
Chassis: 175
Motive System:
Ground MP: 1 0
Jump MP: 2 100
Manipulators:
Left Arm: Battle Claw 15
Right Arm: None 0
Armor: Advanced 240
Armor Value: 6 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Modular Weapon Mount RA 1 (2) 10
Machine Gun (50) -- 1 100
David Light Gauss Rifle (15) -- 1 100
Anti-Personnel Weapon Mount LA 1 5
Battle Armor C3i Body 1 350

165
PURIFIER ADAPTIVE BATTLE ARMOR
Mass: 1,000 kg a central processing unit buried in the upper back placement of large quantities of the Purifier into
Manufacturer: Krupp Armament Works of the chest plate. These micro-cameras continually every Word of Blake Division.
Primary Factory: Terra feed images of the surrounding environment to
Cost: the computer, which then sends electrical impulses
Battle Value 2.0: 52 (ER Small Laser) to the chemical composite impregnated in the NOTABLE TROOPERS
50 (Compact Narc) Purifier’s armor sheaths. These impulses control the Demi-Precentor IX Karla Jacoby:
26 (Light TAG) color of the chemical composite. As the battle Raised in a Canopian Pleasure Circus, Karla Jacoby
47 (Support PPC) armor moves, the computer processor receives is tough as ’Mech armor, mean as a nolan and (her
BattleForce: feeds from the micro-cameras and manipulates the troops would say) mad as a life-long Spazz-addict.
Optional Rules: flow of current to each part of the suit, so that each Though her troops might mutter behind her back
section changes color to blend into the that she found her calling in the Word of Blake
surrounding terrain. because her homely looks disappointed the Circus
OVERVIEW The speed of the color-changing ability is madam, she has their absolute devotion; time and
Purifier Adaptive battle armor is a Word of rapid but limited, and the processor cannot again she has risked her life to extract every
Blake design that incorporates advanced properly camouflage the unit if the surrounding trooper (alive or dead) from any assignment.
camouflage technology and the ability to mount terrain changes too quickly or too often. This has Her most recent actions vaulted her into
spotting lasers or missile beacons. no effect when the Purifier is moving at slower interstellar notice during the fighting on Glengarry
At the time of the Word of Blake invasion speeds. But if the battle armor moves at its in December of 3069. In command of most of
of Terra in 3058, ComStar scientists at the maximum speed, the mimetic effect actually makes Deference Unified III-omega—part of the Blakists’
Sandhurst Royal Military College were working on it easier to spot, as the rapidly shifting colors make Eighteenth Division—she almost single-handedly
an infantry uniform that used mimetic—color- the Purifier stand out rather than blend in. stormed the final fall-back positions of Brewer’s
shifting—technology. ComStar believed that this Regardless of this drawback, the mimetic Legion; she accounted for most of their deaths,
research was destroyed when elements of Word of adaptation was deemed a success. slaughtering them to a man.
Blake’s Task Force Steel overran the college, Once the armor had been perfected, the
despite the valiant efforts of the Sandhurst Word of Blake tested several different weapon
systems for use with the Purifier at the Krupp
Captain Darius Wooden: Captain Darius
Training Regiment. ComStar believed the Wooden is over-all commander of the Devil’s
technology had been lost until August of 3061, Armament Works’ proving grounds. Most of the
weapons chosen for standard use on the Purifier Brigade infantry contingent, a recently registered
when the Word of Blake Militia unveiled a new mercenary force composed of ex-Interstellar
battle-armor prototype that incorporated mimetic come from the Word of Blake’s close ties to the
FWLM: extended range small laser, TAG and a Expedition security personnel. Gregarious and
technology. easygoing—he loves to quiz his troops on esoteric
Word of Blake engineers had learned a unique Narc missile beacon system. Recently the
Word of Blake has premiered a Support PPC historical trivia—he is as reticent as the entire
great deal about battle-armor construction and Brigade to discuss his connections with either
development during their joint effort with the Free version; a perfect sniper weapon, the PPC allows
the Purifier to remain motionless to gain full Interstellar Expeditions or where he obtained a
Worlds League Military to produce the Achileus Purifier battle armor.
light battle armor, and much of that knowledge is advantage of its mimetic armor while striking at
range. Wooden earned his current notoriety
reflected in the Purifier. Like the Achileus, the even before the Brigade’s formation, however,
Purifier features armor-composite sheaths laid over Though it is only produced at the Krupp
Armament Works in Germany on Terra, production during the actions that lead to the unit’s creation.
a myomer musculature. Unlike the Achileus, the During that event—which also involved the
Purifier contains dozens of micro-cameras tied into has proceeded at an advanced pace, allowing
Periphery Star Guard and the Green Ghosts—

166
Wooden supposedly ran up against the Bounty Type: Purifier Adaptive
Hunter and not only survived but apparently dealt Technology Base: Inner Sphere
the Hunter’s Marauder a fair amount of damage. Equipment Rating: E/X-X-F/F
This is all speculation, however, as no one, Chassis Type: Humanoid
including Darius, can or will confirm the details of Weight Class: Medium
the encounter. His unwillingness to discuss those Maximum Weight: 1,000 kg
events—along with the fact that he bears the same Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
surname as Dr. Reiner Wooden, Chief Operations Notes: None.
Officer of Interstellar Expeditions (though no
records exist of Dr. Wooden having a son and Equipment Slots Mass
Darius denies any connection)—only adds fuel to (kg)
the fire. As with the mythos of the Bounty Hunter, Chassis: 175
the tale grows with each telling, providing Captain Motive System:
Wooden with a reputation he may or may not Ground MP: 1 0
deserve. Jump MP: 3 150
Manipulators:
Left Arm: Battle Claw 15
Right Arm: None 0
Armor: Mimetic 7 300
Armor Value: 6 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Modular Weapon Mount LA 1 (2) 10
ER Small Laser (20) -- 2 350
Compact Narc (2 shots) -- 2 170
Light TAG (60) -- 1 35
Support PPC (15) -- 2 250

167
RAIDEN BATTLE ARMOR
Mass: 1,000 kg What has endeared the Raiden to the crosses their path, often ignoring even Blakist
Manufacturer: New Samarkand Metals, Luthien DCMS—and the Genyosha in particular—is the ’Mechs to settle their personal score. Currently
Armor Works true dedicatory spirit the project leader showed for holed up in the remains of a shattered Luthien
Primary Factory: New Samarkand, the Dragon. Personally involving himself in the Armor Works complex, they have amassed not only
Luthien prototype’s testing and trusting fully in his a surplus of supplies but have also begun hiding
Cost: redesigned suit’s armor, he took his place in the refugees and other lost souls from the ravages of
Battle Value 2.0: 38 (Small Laser) center of the live fire field and allowed the test to the war that has engulfed the Black Pearl.
38 (Flamer) commence.
44 (Machine Gun) The quality work of the seventy-year-old
scientist was truly impressive. Lacking the strength
“Soulsuckers”: Veterans of the Ghost Bear
BattleForce: War and the Draconis March incursions, this elite
Optional Rules: to properly control the suit, he nonetheless stood
unit—part of the Second Genyosha Infantry—was
bravely in the middle of a brief laser and missile
fully prepared when war came to Dieron. Late to
firestorm. When it was over, the scientist was still
the battle when their JumpShip blew three helium
OVERVIEW alive within the barely-functioning suit and, with
seals, they nevertheless threw themselves into the
Based on Clan Elemental suits captured obvious pain and great honor, saluted the
fray and helped open a bridgehead at the Iznakki
back in the early stages of the Clan Invasion of Coordinator before collapsing. He suffered five
SpacePort so that several DCMS DropShips could
3050, the Raiden has been the Combine’s biggest broken bones and over a month in the hospital for
land and transport the wounded off planet.
success in the technology of battle armor. Due to a his dedication, and the Coordinator honored Dr.
Known—and feared among the
Smoke Jaguar commander’s overconfidence at Guthrie by promoting him to the head of the ISF’s
Blakists—for their uncanny ability to cripple ’Mechs
Wolcott, the Combine acquired several pristine Research and Development department. When the
in record time, the Soulsuckers have taken their
suits from the Clan and began reverse-engineering honorable doctor passed away a year later, he was
reputation a step further. Painting their Raiden
the technology almost immediately. laid to rest with a full honor guard of Raiden-
armor in a light gray with two large, pale yellow
While the success has been duplicated equipped infantrymen.
eyes on their helmets, they’ve begun extricating
with the Kage and Kanazuchi armor suits, the The Raiden mounts the almost-
enemy pilots and forcing them to commit
Raiden has become the common symbol of the ubiquitous flamer, machine gun and small laser of
seppuku. By ‘cleansing’ enemy ’Mechs this way,
DCMS armored infantryman. Presented to the standard medium battle armor designs.
they believe they are exorcising the evil demons of
Coordinator in June of 3052, initial tests showed Blake so that the DCMS forces can use the captured
average speed and jump capability—nothing NOTABLE TROOPERS machines without lingering bad karma. While Tai-
worth noting when compared to some of the initial sa Blaine officially disapproves of the action, she
FedCom suits being tested at the time. However, “Dragonslayers”: One of the few surviving has not surrendered her captured Vanquisher.
because the Raiden mounted more armor due to a squads of the Seventy-first Mechanized Infantry of
breakthrough in polymer bonding, the suit was the Second Sword of Light, these elite armor
capable of surviving a direct hit from a medium troopers have made a habit of killing Black Captain Marcel Webb: Leader of a small
laser and some missile strikes. However, on the Dragons. Led by Chu-sa Renee Al-Lanna, these six specialized mercenary command, Captain Webb
initial presentation, the Coordinator was not troopers have racked up an impressive thirty-four and his Star Seed infantry company have more
impressed and directed his DCMS designers to ’Mech kills during the last few years of the guerrilla contracts than they have manpower. Using the
modify it so it could protect a trooper from at least warfare that rages across the surface of Luthien. wide array of captured and salvaged battle armor
a large laser strike. Betrayed by their commander, the remaining suits available to him, he has become a stopgap
members have vowed to kill any Black Dragon that unit for many corporate needs. Recently returned

168
from a top-secret mission, the Captain has begun Type: Raiden
to recruit more men for space-specific missions. Technology Base: Inner Sphere
Rumors passed through the Galatean bar scene say Equipment Rating: E/X-X-E/E
that Webb helped destroy the Blakist JumpShip Chassis Type: Humanoid
Yoke of Purity during the savage fighting that Weight Class: Medium
recently occurred on Orestes. Maximum Weight: 1,000 kg
While Captain Webb is adept at using Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
many of the different armor suits in his command, Notes: None.
he consistently suits himself and his command
staff in the Raiden armor given to him by a grateful Equipment Slots Mass
DCMS. When asked about the events surrounding (kg)
such an extraordinary gift, his only reply is “All will Chassis: 175
be shown in time.” Motive System:
Ground MP: 1 0
Jump MP: 3 150
Manipulators:
Left Arm: None 0
Right Arm: Battle Claw 15
Armor: Standard 450
Armor Value: 9 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Modular Weapon Mount RA 1 (2) 10
Small Laser (30) -- 1 200
Flamer (10) -- 1 150
Machine Gun (50) -- 1 100

169
ROTTWEILLER BATTLE ARMOR
Mass: 1,000 kg Rottweiler’s design capabilities are geared towards This newer defensive variant became
Manufacturer: TharHes Industries a scouting and reconnaissance role, it also features critically important during the liberation of
Primary Factory: Eutin an enhanced sensor suite. Donegal in 3071. After establishing several
Cost: The battlesuits came into their own as beachhead sectors, General Adam Steiner had
Battle Value 2.0: 40 (Standard) the Jihad swept over the Lyran Alliance. Used as several mixed Rottweiler squads deployed on both
40 (Close Combat) forward scouts during the border war with the Free flanks to guard against any Blakist counterattacks.
35 (Upgrade) Worlds League, Rottweilers performed admirably in Early in the morning two days after landing, two
BattleForce: the role, noting targets of interest and troop separate squads of Rottweilers managed to hold off
Optional Rules: movements that often assisted artillery and unit a probing attack by a Blakist Shadow Division,
commanders in pinpointing FWL defenses. It taking down at least one Nexus and a Firefly that
became common practice to drop off several had tripped the early warning sensors placed the
OVERVIEW squads of Rottweiler and Fenrir armor in key night before. Using triangulation telemetry from
On initial inception, quad battle armor strategic zones ahead of the main assault force. the sensors, the Rottweilers were able to pinpoint
was received with skepticism among the As the war progressed, so did the need the location of the intruders and managed to lay a
commanders of the LAAF. While useful when a fast for variants of the battlesuit. Critically short of fast ambush for the approaching Word ’Mechs.
punch is necessary, it still failed to impress with its standard Infiltrator Mk. II and having lost the Gray Hitting from a distance, both squads kept the two
average speed and firepower. Lyran engineers took Death Battle Armor factory on Glengarry, the LAAF ’Mechs back as they bounded from one
this as a challenge and saw the promise that quad adapted the Rottweiler to closequarters combat entrenched position to another. While they took
battle armor could bring with superior mobility. situations. The Firedrake needler was replaced with over fifty percent losses, the two squads were
They directed their efforts to create a suit that a machine gun and the support laser removed for a successful in their actions as a lance of Regulars
would outpace any other battle armor in flamer. With the basic stealth armor still intact, the arrived in time to push back the rest of the Blakist
production by any House and be so low to the battlesuit became a deadly urban fighter against scouts. The flank remained secure, and the force
ground that it would be nearly impossible to hit. hardened infantry positions. Its quick speed moved on to capture the main spaceport.
Pushing engineering limits and LAAF patience, the allowed it to move swiftly through the mazes of
engineers developed the Rottweiler quad city streets, affording it a fast response time to a
battle’s ebb and flow. NOTABLE TROOPERS
battlesuit.
Topping speeds of 54 kph, the Rottweiler To augment their defensive scout forces, Sergeant Brian “Top” Hustcarle:
can close quickly to its target zone and withstand some Rottweilers underwent an intensive upgrade Commander of Fifth Company, Third Donegal
most attempts to destroy it. Its survivability is due that saw the enhanced sensor package replaced Infantry Brigade, Sergeant Hustcarle led the
to a thicker hide of advanced sensor-baffling armor with a remote sensor dispenser and both top- successful defense of the Lyran flank on Donegal
that exceeds the parameters of the Fenrir despite mounted weapons removed for a long-range King during the initial landings. A Loyalist during the
only weighing half as much. By leaving off the David light Gauss rifle. The additional range Civil War, the sergeant occasionally feels the need
vulnerable turret assemblage, the Rottweiler uses a afforded by the Lyran clone of the King David gave to defend his devotion to the Lyran state with his
simple dorsal mount for its weapons array. The entrenched suits a longer defensive reach to hold fists.
usual loadout consists of a standard support laser off attackers for critical seconds before
and a Firedrake needler anti-personnel weapon. withdrawing. The remote sensors would enhance
the perimeter grids and help guide reinforcements
The Dark Dragos: A small, independent
With this arrangement, the pilot is able to lie inside security force employed by Coventry Metal Works,
the machine more comfortably and thus endure or even artillery fire, if preplanned.
the Dark Dragos had to go underground when the
longer missions with less fatigue. Because the Word of Blake captured the facility and occupied

170
Coventry. Operating as a guerilla force in and Type: Rottweiler Battle Armor
around the main facility complex, the unit Technology Base: Inner Sphere
maintained a constant watch on the occupying Equipment Rating:
Blakist force, supplying the LAAF with much Chassis Type: Quad
needed intelligence. The Dragos used their small Weight Class: Medium
squads of Fenrir and Rottweilers to some effect, Maximum Weight: 1,000 kg
setting off ambushes and laying sensors to gather Swarm/Leg Attack/Mechanized/AP: No/No/No/No
data, which became extremely useful when the Notes: None.
Lyrans arrived to liberate the facility.
Equipment Slots Mass
Martius Jaguar: A former Smoke Jaguar (kg)
Elemental who had defiled himself by coming to Chassis: Medium Class Quad 175
Solaris VII to fight, Martius found a tolerable Motive System:
existence with the Iron Men, a relatively new stable Ground MP: 5 120
located in New Brighton. Working his way up from Jump MP: 0 0
a battered Nighthawk PA(L) to a three-legged Manipulators:
Fenrir, Martius fought alongside Erik Gray’s SHDL Left Arm: None 0
and helped the rebel force capture the Right Arm: None 0
International Zone in late 3070. Discovering a Armor: Basic Stealth 3 385
warehouse that had several “confiscated” Armor Value: 7 + 1 (Trooper)
battlesuits, Martius immediately took to the lone
Rottweiler. Even as Solaris continues to recover Weapons and Equipment Location Slots Mass
from the devastation, he can be found winning (Capacity) (kg)
matches in the rankshaft and the Scrapyard in his Standard
“Lone Jaguar.” Small Laser Body 1 200
Improved Sensors Body 1 65
Mission Equipment Body 1 5
Firedrake Support Needler Body 1 50
Close Combat Variant
Flamer Body 1 150
Improved Sensors Body 1 65
Mission Equipment Body 1 5
Machine Gun Body 1 100
Upgrade
King David Light Gauss Rifle Body 2 275
Remote Sensor Dispenser Body 1 40
Mission Equipment Body 1 5

171
SE’IRIM MEDIUM BATTLE ARMOR
Mass: 1,000 kg attacks. Se’irim troopers thus tend to favor ambush but also a POW whose ultimate fate at the hands of
Manufacturer: Gibson Federated BattleMechs tactics, hiding in local cover until their prey draws the Master’s troops can only be imagined.
Primary Factory: Gibson close enough to guarantee a solid first strike, Although initial analysis speculated that
Cost: followed by a devastating swarm attack. For the Word’s Celestial and Demon series units were
Battle Value 2.0: 49 (Standard) standard Se’irim squads, this first strike may deliver intended to eventually phase out their current
40 (Anti-Infantry) up to thirty SRMs, backed by the explosive shells equipment across all Blakist line forces, the Demon
49 (Capture Team) from a sextet of light recoilless weapons, for a series battle armor has only appeared in significant
BattleForce: volley powerful enough to lay waste to most numbers among the ranks of the hyper-elite Manei
Optional Rules: conventional infantry, pummel enemy battle Domini, and the Se’irim is no exception. Whether
armor, or even bring down a light ’Mech outright. this is because the Demons are specially made for
With their prey stunned, these troops may then Manei Domini troops—perhaps to interface with
OVERVIEW close to point-blank range, where their vibroclaws their cybernetics on levels most modern battle
Demon-class battlesuits first appeared in can tear into any survivors or enable them to scale armor cannot—or whether this is further evidence
3070. Clearly intended to complement the Word’s enemy vehicles for a coup de grace. of a rift between the Domini and the regular forces
newly debuted Celestial OmniMechs, this six-suit As devastating as this standard commanded by Cameron St. Jamais remains
series—also the brainchild of the Manei Domini’s configuration is, however, the Se’irim’s anti-infantry uncertain.
engineering precentor, Vapula—shares many of variation has been characterized as an attempt to
the same visual aesthetics as its larger relations. create the perfect platform for mass murder. This
variant drops the missile rack in favor of two NOTABLE TROOPERS
Unlike the Celestials, Demon suits are not fully
modular, but many feature detachable weapon shoulder-mounted machine guns and trades in the Zombie (Demi-)Precentor Tau Kona
mounts and have been deployed concurrently in recoilless rifle for a standard flamer with an Jenkins: Although a junior officer in the Forty-
variable configuration. The Djinn and Asura, for extended fuel supply. Already so deadly that even fifth Shadow Division, Jenkins achieved notoriety
instance, both entered service with a standard a single trooper can wipe out a conventional throughout the Domini as a proponent of what she
combat configuration and a stealth-capable anti- platoon in seconds, this model’s anti-personnel called a “Choir” formation. Roughly analogous to a
infantry version specifically intended to keep mount—slung under the right forearm—seems Clan Nova, the Choir consists of two Level IIs—one
opponents guessing. This provides a range of almost superfluous. of battle armor and one of ’Mechs—organized as a
capabilities that can prove particularly effective In mid-3073, however, an even more single unit. During the Word’s conquest of
when combined with the flexibility of the Celestials devious form of the Se’irim appeared, making use Benjamin in 3072, Jenkins put her Choirs to good
and the cybernetic implants favored by the Manei of the Word’s newly developed detachable use, rapidly deploying her battle armor in advance
Domini elite who represent the Demons’ primary weapon pack (DWP) system. Used exclusively by of DCMS formations, then allowing her ’Mechs to
(if not exclusive) operators. designated Manei Domini “capture teams,” this fall back enough to place the enemy units in a
The second of two medium-weight Se’irim variant has two battle claws rather than the killing zone between them. Using this tactic,
battlesuits in the Demon series (the other being vibro-enhanced single claw seen in earlier models Jenkins’ Choir destroyed over a company of
the Asura), the Se’irim is named for the satyr-like and carries a light machine gun in each arm for Draconis BattleMechs and vehicles, and captured
beings of ancient Hebrew lore. But where the Asura anti-infantry work. Its main feature, however, is the several dozen warriors.
was built mainly to be an up-front fighter, the DWP-mounted ’Mech taser it uses to disable or In recognition of her efforts, Jenkins
Se’irim is styled more for stealth, eschewing jump disrupt enemy vehicle and ’Mech units. A received a promotion to a Level III command and
jets for fast overland mobility and equipped with successful attack by these troopers can quickly net was seemingly on the fast track to her ascension
sensor defeating armor to deter enemy ranged the Manei Domini not only some prime salvage, within the Manei Domini ranks when Clan Nova

172
Cat suddenly pounced on Benjamin in late 3072. The innovator of the Choir Equipment Slots Mass (kg)
formations never lived to see her tactic employed against real Clan forces, as the Armor: Basic Stealth 3 330
Nova Cat forces conducted a hot combat drop on her command post as the very Armor Value: 6 + 1 (Trooper)
first part of their assault.
Weapons and Equipment Location Slots Mass (kg)
The Demon Hounds: A special Level II of battle armor attached to the (Capacity)
Standard
Forty-third Shadow Division, the Demon Hounds included at least one Level I of
Light Recoilless Rifle RA 2 175
Se’irim battlesuits during the Forthy-third’s ill-fated attack on Arc-Royal in 3072.
Detachable SRM-5 (OS) Body 3 185
Thought destroyed during the attack, the Hounds actually went to ground on
Searchlight Body 1 5
Arc-Royal, and its warriors spent the next two years conducting reconnaissance
Anti-Infantry
and espionage strikes aimed at weakening the planetary defenses from within. In
Flamer RA 2 155
their most daring attack, the Demon Hounds destroyed a Kell Hounds munitions
Anti-Personnel Weapon LA 1 5
storage compound outside of Old Connaught and caused significant damage to
Machine Gun Body 1 100
the Arc-Royal MechWorks facilities in New Hannover.
Machine Gun Body 1 100
Capture Team
Light Machine Gun RA 1 75
Type: Se’irim (Demon)
Light Machine Gun LA 1 75
Technology Base: Inner Sphere
‘Mech Taser (Detachable Body 1 225
Equipment Rating: Weapon Pack)
Chassis Type: Humanoid Searchlight Body 1 5
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: The Anti-Infantry Se’irim may mount a single AP weapon weighing up to 5
kg. Capture Team Se’irims may only move at 1 Ground MP while carrying the
’Mech taser. SRM-equipped Se’irim may not jump or make swam/leg attacks, until
the missile pack is jettisoned.

Equipment Slots Mass (kg)


Chassis: 175
Motive System:
Ground MP: 3 80
Jump MP: 0 0
Manipulators:
Left Arm: None (Standard/Anti-Infantry) 0
Battle Claw (Capture Team) 15
Right Arm: Battle Vibro-Claw (Standard/Anti- 50
Infantry)
Battle Claw (Capture Team) 15

173
TRINITY MEDIUM BATTLE ARMOR
Mass: 1,000 kg while the Taurian Asterion resembles the Taurian While the armor performed well in minor
Manufacturer: Ceres Metals, Foxx Infantry Minotaur totem. The Canopians made a direct conflicts and raids, it finally got a good test on the
Systems, Taurus Territorial Industries political statement by naming their somewhat battlefield during Operation Sovereign Justice. The
Primary Factory: Capella (Liao), Royal taller armor after Theseus, the legendary slayer of Trinity managed to outperform the Fa Shih, using
Foxx (Magistracy of Canopus), Sterope the Minotaur. Once all three designs were better armor and longer combat range to
(Taurian Concordat) complete, the Capellans agreed to produce them overcome the lack of jump jets. Even the Davion
Cost: until the two realms could produce their own Cavalier battle armor wasn’t ready for the range
Battle Value 2.0: 37 (Ying Long) models. After a few years filled with that the Trinity had, and Trinity suits were able to
40 (Asterion/Theseus) “communication errors” and “misplaced parts,” defeat the Davion armor before it could reach
36 (PPC) Taurus Territorial Industries and Foxx Infantry combat ranges. If the Capellans and Canopian
39 (Rocket Launcher) Systems finally reverse-engineered the design, forces found a problem with the new battle armor,
BattleForce: ending the two realms’ purchases, much to the it was the inability of the Trinity to mount on non-
Optional Rules: surprise of the Capellans who were then stuck with OmniMechs.
a few score of the foreign designs.
The Trinity is tougher and sleeker than its
OVERVIEW predecessor, able to take a full large-laser impact NOTABLE TROOPERS
Trinity battle armor is not one suit of and survive, while it is capable of sustaining a 30 Ensign Rodrigo Chavez: While being a
battle armor, but rather three armors built on a kph ground speed. They feature battle claws to man in the MAF can be a drawback at times, the
common frame. The actual development history of swarm enemy machines and also a modular physical demands of battle armor make society
the armor is somewhat suspect, as the suit weapons mount on the back. The Capellans take a back seat to practicality. Leading a lance of
appeared with amazing speed at a very convenient typically use a plasma rifle, while the first Periphery battle armor for the Second Canopian Cuirassiers,
time. Capellan second-line commanders and the versions mounted a medium recoilless rifle. Since Chavez has made Canopian infantry a force to be
Capellan’s allies spoke up after the preferential manufacturing moved to the Periphery as well, the reckoned with. When he was first assigned, his
treatment that elite and politically connected Taurians began tinkering with a variant wielding a superiors thought him too uneducated for the job
military units received when the Fa Shih armor support PPC, while the Canopians have been and blamed his appointment on his wealthy
debuted. That the commanders were willing to put known to trade down to a lighter recoilless rifle to mother or his influential husband. After destroying
their jobs—and possibly their lives—on the line by add in a trio of rockets. an entire Davion recon lance with his unit,
officially noting their displeasure spoke volumes of Another gap between the armor used by however, he has earned their respect in spades.
the need for more battle armor. With Canopian and the Periphery powers and the Capellans has
Taurian promises to fund the R&D for the new caused notice in not only those realms, but also all Shia-ben-bing Ming Thompson: An
battle armor, the CCAF spared no expense and the their neighbors as well. The Ying Long mounts the average warrior in most aspects, Thompson
Trinity moved from initial development to standard cutting-edge mimetic armor used on the Purifier. became a minor hero after a nearby Swfitwind
production in less than 2 years. The Word of Blake stopped just short of official recorded her personal battle against a Federated
During the prototype stage, the accusations of espionage while the Free Worlds Suns Fireball. Unable to hit Thompson with ranged
Capellans worked with designers from both realms League and Federated Suns wondered if there was fire, the Davion warrior foolishly moved in to try
to outfit designs that would fit the operational and collaboration between the Liaos and Blakists. and step on her. In response, the Shia-ben-bing
cosmetic needs of their nations. The Capellan Meanwhile, the Taurians and Canopians rose clamored up the light ’Mech and started tearing
version, the Ying Long or “Shadow Dragon,” is a bit above the snubbing and produced their cheaper into the cockpit. The enemy MechWarrior panicked
shorter and harkens back to the Chinese dragon, armor at greater rates. and ejected, and the resulting blast knocked Ming

174
off the Fireball. The rough landing and burns kept Type: Trinity Medium Battle Armor
her hospitalized for a month, but Thompson has Technology Base: Inner Sphere
since returned to Syn’s Hussars with much fanfare Equipment Rating:
from her fellow battle armor troopers. Chassis Type: Humanoid
Weight Class: Medium
Section Leader Bill “Bull” Williams: Maximum Weight: 1,000 kg
Commander of a squad of Asterions, Bull Williams Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
was at the forefront of the fighting against the Notes: None.
Federated Suns. His squad was the first to receive
the upgraded Asterion with the support PPC, a Equipment Slots Mass
surprise Davion forces weren’t ready for. After (kg)
cutting up a squad of Cavalier armor, Bull’s squad Chassis: 175
was forced to retreat when a lance of BattleMechs Motive System:
was dispatched their way. Bull has touted that as a Ground MP: 3 80
victory, happy to make the “Feddies waste Jump MP: 0 0
resources on some Taurian good ol‘ boys,” as he is Manipulators:
fond of saying. Left Arm: Battle Claw 15
Right Arm: Battle Claw 15
Armor: Mimetic (Ying Long) 7 400
Standard (Asterion/Theseus) 400
Armor Value: 8 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Ying Long
Modular Weapon Mount Body 1 10
Man Portable Plasma Rifle Body 2 300
Asterion/Theseus
Modular Weapon Mount Body 1 10
Medium Recoilless Rifle Body 2 250
Support PPC Variant
Modular Weapon Mount Body 1 10
Support PPC Body 2 250
Rocket Launcher Variant
Modular Weapon Mount Body 1 10
Light Recoilless Rifle Body 2 175
Rocket Launcher RA 3 75

175
VOID MEDIUM BATTLE ARMOR
Mass: 1,000 kg Combine scientists decided to use the building facilities on Loysville and Agematsu in
Manufacturer: Ishikawajima-Harima BAI successful Kage armor as a base template rather 3066 in anticipation of the DCMS’s acceptance of
Primary Factory: Luthien than start from scratch. With an idea of their final the Void.
Cost: design specs in mind, they continually modified Void suits are now a common sight
Battle Value 2.0: 34 (Standard) the Kage armor to the point of being among most DCMS elite commands; less so with
36 (Nova Cat) unrecognizable. The suit was unusually tall for mid- regular DCMS line units and Clan Nova Cat garrison
37 (DCA) weight battle armor; the reason became clear forces, while being nearly non-existent outside of
BattleForce: when a Nova Cat Elemental suited up during a the Combine. ISF and O5P operatives still prefer
Optional Rules: demonstration. This demonstration of the Void’s the Kage armor.
versatility with respect to operator sizes had a Most Void troopers retain the support
mixed reaction, as it also required explanations to particle cannon, which gives them range and
OVERVIEW askance observers that the newly christened Void versatility along with decent firepower. Nova Cat
After the Combine’s early armor was purely a Combine design that allowed for second-line troopers who utilize the Void find the
successes with the Kage, Raiden, and Kanazuchi extreme changes in pilot size and did not include shoulder-mounted support PPC too bulky and
battle armor suits, the DCMS oddly hedged on questionable technical support from the Nova usually have it removed in favor of a left-arm
moving forward with their battle armor programs. Cats. The Elemental’s superior skills allowed the mounted MagShot Gauss rifle, which the Nova Cats
Fueled in part by the lingering traditional dislike of team to showcase the extremes of the Void’s have apparently been able to copy or acquire from
non-’Mech units as well as slight opposition to the capabilities. The Void’s combat potential revealed, the Federated Suns since the Void’s introduction.
Coordinator’s continuing reforms, the Combine the DCMS High Command enthusiastically This version gives the Clan infantry tremendous
lagged farther behind the other Houses in creating authorized production, and trade possibilities range and hitting power; the heavy vibro battle
mission-dedicated suits. Despite a flurry of opened up with the Nova Cats soon after. claw in the right hand makes them vicious in
adaptations and upgrades to the current The Void was in full production by the closequarters combat.
production models, it wasn’t enough to maintain time of the Black Dragon coup in December 3067. Draconis Combine Admiralty Void
parity with most of the other Houses, especially the Most of the Otomo and First Genyosha were troopers also eschew the bulky PPC mount and
Combine’s constant rival, the Federated Suns. equipped with a mixture of Voids and Raiden suits, utilize a small laser mounted on the left forearm
With technology ramping up in order to which performed well together in fire teams that over a heavy battle claw. The increase in flexibility
build and maintain battle armor on a large scale— roamed the smoke- and rubble-choked streets of for the tighter confines of shipboard combat
as demonstrated in Operation: Bulldog—the DCMS Imperial City. Because Ishikawajima-Harima’s main makes the downgrade to the smaller weapon
old guard acquiesced and assigned more resources factory was located on the south polar continent of palatable; most DCA marines back it up with a
and larger budgets to the development of new Luthien, it was well out of the way of most of the right-hand assault rifle that utilizes accelerated
models. The decision was an intelligent one, as fighting that raged on the planet for nearly five energy transfer rounds in order to minimize
shown almost immediately during the Combine– years. CEO Jonas Tigiki declared his company’s damage to critical systems.
Ghost Bear War and the heightened hostilities and support to the loyalists early on in the fighting and
skirmishes with Draconis March troops. supplied repair parts and new suits to the
Genyosha and its allies as they became available. NOTABLE TROOPERS
Despite the increase in resources and
budgets, the DCMS battle armor program slipped With a moderately successful blockade of the Star Captain Harris West: One of the
promised dates consistently, with the first new system by Word of Blake forces, Ishikawajima- most vocal of the Nova Cat Delta Galaxy’s infantry
design prototype being unveiled in 3067, five full Harima had a difficult time attempting smuggling members, West is in the minority of voices that do
years after the go-ahead was given. operations; fortunately they had already begun not like the adamant direction the Khans are taking

176
the Clan. He insists that chasing after an unproven Type: Void Battle Armor
Inner Sphere leader such as Devlin Stone will only Technology Base: Inner Sphere
lead to the death of the Clan in the future. Equipment Rating:
Chassis Type: Humanoid
Major Byron Montague: Rumored to be a Weight Class: Medium
twin to one of the deadly members of the Opacus Maximum Weight: 1,000 kg
Venatori, Major Montague tends to answer any Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No*
questions surrounding his brother by punching the Notes: *The DCA Variant may carry an Anti-Personnel weapon weighing up to 25 kg.
questioner. Completely loyal to ComStar when the
Star League was formed, Montague was the first Equipment Slots Mass
volunteer to form up the SLDF’s Fury teams. (kg)
Recruited later by Captain Webb when the Jihad Chassis: Medium Class 175
struck, Montague has taken his XO role with the Humanoid
Star Seeds very seriously. A specialist in marine Motive System:
engagements, Montague has assisted the Seeds in Ground MP: 1 0
many boarding actions, through the classified Jump MP: 4 150
events of 3074. Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator (Standard and DCA 0
Variants)
Heavy Battle Vibro-Claw (Nova Cat 60
Variant)
Armor: Improved Stealth 5 300
Armor Value: 5 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
Standard
Jump Booster Body 2 125
Support PPC Body 2 250
Nova Cat Variant
Jump Booster Body 2 125
Magshot Gauss Rifle LA 3 175
DCA Variant
Jump Booster Body 2 125
Small Laser LA 1 200
Anti-Personnel Weapon RA 1 15

177
VOID CALTROP
Field Testing Summation: Prototype Void Hybrid increasing the protection by 40 percent and even
Refit saved weight in the process. To aid in swarming
Producer/Site: Ishikawajima-Harima BAI, Luthien attacks (which the heavy battle claws now
Supervising Technician: Dante Harima facilitate), the body-mounted support PPC was
Project Start Date: 3078 replaced with a right arm-mounted Clan-spec ER
Non-Production Equipment Analysis: small laser that easily doubles the suit’s damage
Mechanical Jump Booster potential for a small sacrifice in range. The torso
Clan Improved Stealth Armor then adds a mine dispenser. It is this minelayer
Clan ER Small Laser capability that gives this Void variant its nickname,
Mass: 1,000 kg the Caltrop.
Cost: ISF operatives report that field tests have yet to be
Battle Value 2.0: 58 performed, though a brief functionality test
BattleForce: performed by one of Harima’s team verified the
Optional Rules: mobility and targeting systems. It is expected that
Ishikawajima-Harima will soon announce their
redesign project if it meets with further success.
OVERVIEW From the design specs, Harima clearly seeks to
As one of the newest DCMS battle suits, provide a remarkably enhanced battle suit for the
no official program was commissioned to DCMS, which should be lauded. One should note,
investigate potential upgrades for the Void. however, the potential implications of this secret
However, the development team at Ishikawajima- development effort. While the intent of their
Harima BAI, led by Dante Harima, chose to pursue a directors may be to improve their products for the
path to a new variant without waiting for a Dragon, the possibility remains that Ishikawajima-
request. Hoping to garner an early foothold on Harima may have sought to sell this new design to
future contracts by presenting a completely hostile forces or perhaps to create a unauthorized
upgraded suit developed in secrecy, our covert corporate security force. To ensure against
investigations learned of these design and testing this eventuality, increased surveillance has been
efforts without alerting the technical staff at implemented of both the board of directors and
Ishikawajima-Harima. the top engineering staff.
Seeking to master the new battle armor
mechanical jump booster systems we first learned
of via intelligence gathering from captured Blakist
documents, the Void’s jump jets have been
removed. While trading the jets for the boosters
drastically reduces the suit’s jump range, the new
Void variant gains additional running speed that
alleviates any mobility concerns.
Replacing the Void’s stealth armor with a
lighter Clan equivalent, Harima succeeded in

178
Type: Void Caltrop
Technology Base: Mixed
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: May not attempt Anti-Mech Swarm and Leg Attacks in the same turn as it uses Jump MP.

Equipment Slots Mass


(kg)
Chassis: Humanoid 175
Motive System:
Ground MP: 3 40
Jump MP: 1 0
Manipulators:
Left Arm: Heavy Battle Claw 20
Right Arm: Heavy Battle Claw 20
Armor: Improved Stealth (C) 5 245
Armor Value: 7 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
ER Small Laser (C) RA 2 350
Mine Dispenser Body 2 50
Mechanical Jump Booster -- -- 100

179
VOID (MINELAYER)
Mass: 1,000 kg minelayer Voids operated in various prototype heavy battle claws provide the suit with a powerful
Manufacturer: Ishikama-Harima Battle Armor configurations prior to this. means to carry out swarm attacks. Once the Voids
Industries While the prototypes made use of Clan have deployed their mines and taken down
Primary Factory: Luthien technology and saw field operations against the enemies at range, the minelayer troopers can
Cost: Combine’s enemies, the limitations inherent in the attack directly. Particularly effective against ’Mechs
Battle Value 2.0: 60 hybrid design saw Ishikama-Harima’s engineers that have stumbled through the minefield, these
BattleForce: alter the suit to its present state. The most Voids have achieved a reputation for capturing
Optional Rules: significant alteration is the minelayer’s smaller size MechWarriors and their damaged ’Mechs—
compared to the standard Void suit. Since the something the DCMS considers a bonus return on
initial model was designed to accommodate Nova investment.
OVERVIEW Cat Elementals, it is clear that the Procurement The twin, torso-mounted mine dispensers provide
Indicative of a major shift in mentality for Department chose to forego supplying the each Void suit with the capability to deploy four
the Combine military, the production of non- production-grade minelayers to the Clan enclaves. minefields. The munitions used in these dispensers
BattleMech combat units has soared since the end This is just one of many indicators of souring can be tailor-selected at the trooper’s base. Void
of the Jihad. This is due to several factors, relations between the Nova Cats and the DCMS. squads are often assigned in pairs, with each squad
particularly the loss of significant ’Mech factories While the standard Void mounts jump carrying a specific mine type, to maximize their
during the conflict, as well as the loss of so many jets, the minelayer variant drops them in favor of operational utility. A common tactic is to assign
MechWarriors. With proper DCMS MechWarrior mechanical jump boosters. This results in a shorter standard mines to one squad, to herd enemy units
training requiring a minimum of four years, jump capability but saves weight for the suit’s along a chosen path—where the second squad has
replacing the losses in personnel has been slow; altered weapons configuration. According to one sown inferno or command-detonated mines. This
that so many retired MechWarriors were recalled to report, this change was made after the ignition of approach brought a swift end to a bold pirate raid
active duty and killed further reduced the pool of an early prototype’s jump jets set off the mines it on Tabayama in 3088, with the pirate ’Mechs losing
qualified instructors. Thus the surge in non-’Mech had just laid, savaging the suit and killing its legs in the standard minefields and then being lit
production, since vehicles and battle armor can be trooper. The jump booster allows the Void to into torches by the inferno minefields laid in their
turned out in much greater numbers and their deploy its minefield, then bounce clear without the only remaining path to one of the planet’s many
operators more quickly trained to combat status. risks associated with firing jump jets. granary storage districts.
One of the results of this philosophical shift was The standard Void’s improved stealth
the minelayer variant of the Void battlesuit now in armor was replaced with cheaper basic stealth.
production. Though this somewhat hinders the suit’s mission, it
The first battlesuit produced on Luthien reduced costs and helps ensure an easier
since the world was freed from Blakist occupation, production cycle.
the Void Minelayer is built at the Ishikama-Harima While minelaying units typically offer
factory on the coastal flats of Luthien’s Shizuoka little utility beyond the minelaying role, this Void
continent. Despite the occupation and destruction variant is equipped for combat operations as well.
of much of Luthien’s military industry, the Its left arm mounts an anti-personnel weapon for
Ishikama-Harima plant, because of its distributed dealing with sentries or other soft targets, while
design, was able to resume production the right arm carries a medium recoilless rifle. Gone
immediately after the liberation, albeit on a limited is the bulky support PPC, freeing space in the torso
scale. Full production resumed in 3079, though the for the minelayer’s namesake weapons. A pair of

180
Type: Void (Minelayer)
Technology Base: Inner Sphere
Equipment Rating: E/X-X-E/E
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
Notes: May not attempt Anti-’Mech Swarm and Leg Attacks in the same turn as it uses Jump MP. The Void (Minelayer) also has the following Design Quirks: Poor
Targeting/Long (Medium Recoilless Rifle), Fast Reload (Mines), Modular Weapons, Accurate Weapon (Minelayers).

Equipment Slots Mass


(kg)
Chassis: 175
Motive System:
Ground MP: 3 40
Jump MP: 1 0
Manipulators:
Left Arm: Heavy Battle Claw 20
Right Arm: Heavy Battle Claw 20
Armor: Basic Stealth 3 275
Armor Value: 5 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Medium Recoilless Rifle (20) RA 2 250
Anti-Personnel Weapon LA 1 5
Mount
2 Mine Dispensers Body 4 100
Mechanical Jump Booster -- -- 100

181
YING LONG BC3
Field Testing Summation: stolen from Andurien in 3077. The lighter
Experimental Trinity (Ying Long) Prototype Refit weaponry means the squad is less dangerous
Producer/Site: Ceres Metals, Capella individually, but the added accuracy from the BC3
Supervising Technician: Ogden Isray more than offsets this in simulation. Currently an
Project Start Date: 3078 armored infantry team from Warrior House Dai Da
Non-Production Equipment Analysis: Chi is on their way to the Tikonov border to field-
Battle Armor C3 test the system in combat conditions—we look
Mass: 1,000 kg forward to their reports.
Cost: Despite the more impressive results in the Fa Shih
Battle Value 2.0: 33 tests, the CSF is actually more interested in the Ying
BattleForce: Long project. BC3 is a technology within the scale
Optional Rules: of Confederation manufacturers, and if this
technology can be harnessed to our will it may
provide a decisive edge over the hodgepodge
OVERVIEW troops of Devlin Stone.
Despite the effort put into the Fa Shih, a
separate design division experimented with
several suits of Ying Long battle armor to see if its
effectiveness could be increased as well.
Production of the Ying Long (or Trinity, as it’s
known to the rest of the Inner Sphere) has, in sheer
numbers, eclipsed the Fa Shih but few count that
as negative toward the specialized Fa Shih; the Ying
Long is built for more general missions.
During the Jihad it was repeatedly
demonstrated that the Word of Blake’s ease with
communications—from interstellar to
intercounty—gave them a sizable advantage over
all of their enemies, so the Ceres teams attempted
to create a Trinity variant that could operate with
battlefield companies to increase their
communication. While the battle armor-scale
command, control, and communications system
lacks the dedicated master system of ’Mech-scale
units it does greatly increase the accuracy and
communication of the squad mounting it.
The mass of the BC3 systems required the
Ying Long’s weaponry to be downgraded to a King
David light Gauss rifle weapon, built from plans

182
Type: Ying Long BC3
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Medium
Maximum Weight: 1,000 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/No
Notes: None

Equipment Slots Mass


(kg)
Chassis: 175
Motive System:
Ground MP: 3 80
Jump MP: 0 0
Manipulators:
Left Arm: Battle Claw 15
Right Arm: Battle Claw 15
Armor: Mimetic 7 200
Armor Value: 7 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Modular Weapon Mount Body 1 (1) 10
David Light Gauss Rifle (15 shots) Body 1 100
Battle Armor C3 System Body 1 250

183
PHALANX BATTLE ARMOR
Mass: 1,500 kg regularly failing during the initial trials plagued the the fact that while the Word of Blake first debuted
Manufacturer: Free Worlds Defense Industries, program and threatened its existence. Eventually it as a “field variant,” seemingly overnight they
Irian Technologies the military allowed Word of Blake technical teams were manufacturing it on Gibson, obviously
Primary Factory: Gibson, Irian to enter into the program to troubleshoot the limiting the customer base.
Cost: design. In record time, the assistance solved the The Word of Blake is increasing its usage
Battle Value 2.0: 56 (Phalanx-A) issues, resulting in a first-rate design by Inner of the Phalanx as the Jihad is progressing, using it
61 (Phalanx-B) Sphere standards. as a heavy-support design for its lighter Purifier and
47 (Phalanx-C) Despite lacking jump jets, the improved Nighthawk suits in combat situations. Instead of
BattleForce: ground mobility of the Phalanx, coupled with its simply fielding the Phalanx-A, the Blakists have
Optional Rules: battle claw that allows it to mount OmniMechs, employed a new model sporting a heavy mortar
allows it to pace most forces. Its firepower is just as and a Word copy of the Magshot. The Phalanx-A
impressive, with four shoulder-mounted short- can supply long-range direct and indirect fire
OVERVIEW range missile tubes. Also carried is the deadly support for other battle suits, while the Phalanx-B
Though starting later then the Federated manportable King David Gauss rifle, which, while often focuses on capturing high-value battlefield
Commonwealth and Draconis Combine in not as formidable as the Federated Suns- targets, typically commanders of units, and
Battlearmor research and development, the Free developed Magshot, is not as buky. To mask its disabling the vehicles of key political personas.
Worlds League quickly surpassed the other houses, approach into firing range, the improved stealth Alys Rousset-Marik’s resistance movement has
coming out with the acclaimed and highly coveted armor (the same mounted on the earlier Achileus garnered a limited number of –B models and much
Longinus and Achileus suits. While some of this was suit) hides the armor from many targeting systems greater numbers of the original, and the units have
from their own military industrial complex and also provides ample protection against all but proven themselves useful by providing missile fire
completing advanced, compact weapons systems, the heaviest BattleMech mounted weapons support for unarmored guerillas, firing from hidden
much of the armor composites in the advanced systems. An armored glove on the right hand plots at the last minute when fighting protectorate
stealth systems were developed with the allows troopers to perform more precise actions, militias.
assistance of the Word of Blake, who had success from handling lighter anti-personnel weapons, to
with their Tornado suits. What the Free Worlds keypads and external datapads, to even lockpicks
when trying to break into a locked installation. NOTABLE TROOPERS
League was lacking, though, was a heavy support
suit, such as the larger Fenrir and Kanazuchi suits. In exchange for all this help, Word of Demi-Precentor Glenda Durham: One
These heavy suits had proven themselves feasible Blake would have the right to use the new design, of Heart of Blake’s more recent recruits, Glenda
despite their mobility and weight issues after the which worked well with their other stealthy Durham brought her squad of Phalanx-Bs with her
Free Worlds League decided that lighter and more designs. Because of this, during the development to the unit, defecting when the mercenary unit
compact suits would be the trend. of the suit, the Blakists also created a “B” variant of raided Epsilon Eridani in 3073 in search of war
Wary of tying themselves further to the the design, swapping the Gauss out for their newly supplies and bounties. Part of a group regularly
increasingly ambitious Word of Blake, the FWLM, in developed ’Mech taser rifle and additional sent out to hunt down traitors and high-profile
contrast to past practice, first made several hardening of its electronics for protection from the opponents, Demi-Precentor Durham and her
attempts to complete the design on their own. devastating feedback of using taser rifles. With the soldiers became disillusioned over time about their
However, numerous design problems appeared exception of Free Worlds units that have joined the orders, as they were often sent to capture
seemingly out of the blue, delaying the project. Word of Blake Protectorate, very few troops have seemingly harmless protesters and political
Odd problems, ranging from processor suites tried to get their hands on this version. Part of this opponents with no military value. On more than
constantly breaking to the myomer musculature is due to its very limited role, but it is mostly due to one occasion, her unit was ordered to use their

184
tasers on soldiers surrendering to make an Type: Phalanx
example for the other enemy combatants, which Technology Base: Inner Sphere
she credits for making her rethink her allegiance. Equipment Rating:
Using her unit’s tasers, Durham and her Chassis Type: Humanoid
troopers have helped the Heart of Blake capture Weight Class: Heavy
many Blakists and Blakist mercenaries, which has Maximum Weight: 1,500 kg
granted a huge boon of military intelligence on Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes
Blakist operations to the various resistance Notes: May Jettison SRM (no effect in gameplay).
movements in the Inner Sphere. It has also earned
Durham a huge bounty on her own head, at a level Equipment Slots Mass
the Blakists normally reserve for the highest- (kg)
ranking personnel in hostile forces. Already Chassis: 300
wounded once during an attempted capture by a Motive System:
mercenary bounty hunter team, she lost her left Ground MP: 2 80
arm (since replaced by a myomer prosthesis) Jump MP: 0 0
during the battle. It was her use of the taser against Manipulators:
the last surviving unarmored raider that prevented Left Arm: Battle Claw 15
her from being taken back to her former Blakist Right Arm: Armored Glove 0
masters. Armor: Improved Stealth 5 420
Armor Value: 7 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Phalanx A
Detachable SRM 4 (2 shots) Body 3 330
King David Light Gauss RA 2 275
Rifle
Phalanx B
Detachable SRM 4 (2 shots) Body 3 330
‘Mech Taser (OS) RA 2 300
Phalanx C
Heavy Mortar Body 3 480
Magshot Gauss Rifle RA 3 175

185
ROGUE BEAR (HYBRID)
Mass: 1,500 kg It was one thing to create a prototype. blending of Inner Sphere and Clan technologies
Manufacturer: BA Facility Gamma Now, it was up to Hitomi to create a combat- throws a hitch into the process. The Hybrid has not
Primary Factory: Mannendorf worthy platform suitable for mass production. Of a been as popular with units used to direct combat,
Cost: mixed Rasalhagian and Draconis heritage, Hitomi however. Trials with Rogue Bears and Elementals
Battle Value 2.0: 52 blossomed under the Ghost Bear Dominion, have revealed the Hybrid’s vulnerability to long-
BattleForce: achieving more than he ever could have done ranged weapons that the older suits are better able
Optional Rules: under either of his birth realms. Success in this to handle. This has made the design a tough sell
cutting edge program would make him a ristar in for frontline units. Unless these influential warriors
the competitive world of the Bears’ scientist caste, can be brought around, the future of stealth battle
OVERVIEW and he rose to the challenge. armor in the Ghost Bear Dominion may be short,
At over seventy years of age, Överste Jack Complaints about the limitations of the no matter how good it is at its job.
Koslow no longer commands the infantry of the HR’s partial wing saw it replaced with a sturdier
Second Kavalleri. Instead, he earns a healthy jump booster, and the battle claws were discarded
retainer as a technical advisor at BA Facility in favor of conventional manipulators, with the
Gamma. He even technically remains a warrior in saved space and weight used to add an extra
the eyes of his fellow Rasalhagians (and their Ghost machine gun and anti-personnel weapon mount.
Bear protectors), despite not facing a serious Retaining the Spheroid camo system and stealth
military challenge in five years. Having acquired a armor, the final version of the Rogue Bear (Hybrid)
scientist caste protégé in the form of Sven Hitomi offered an excellent balance of covert technology
not long after coming to the facility, Koslow and devastating antiinfantry firepower.
recently debuted his own unique take on stealth The Rogue Bear (Hybrid) is a mix of
battle armor. contrasts. Its weapons encourage it to charge into
Starting with the solid chassis of the short-range combat, while its stealth systems
Rogue Bear battlesuit, Koslow and Hitomi produced reward staying at long range against heavy
a series of prototypes using a mix of Clan and Inner weapons. Its mass forces it to compete with
Sphere systems, testing each one before settling Elementals and standard Rogue Bears, but it lacks
on the Rogue Bear-HR as a combat worthy exhibit. their firepower. Hitomi has taken these criticisms
The results of the HR’s combat trials were mixed, into account and continues to work on a follow-up
with the suit lacking firepower suitable for its size. design, describing the Hybrid as a first step on the
Koslow’s stealthy battle tactics were shown to be way to “a new generation of battle armor”. In
fundamentally sound, especially when facing Word contrast, Koslow has been aggressively positive
of Blake forces, but they clashed with the notion of about the new suit and refuses to acknowledge its
a chassis built for heavy firepower. If these features faults.
could be incorporated, the Dominion would be The Rogue Bear (Hybrid) has been readily accepted
willing to fund the new suit. After a decade of by Clusters that already use Kobolds, where they
lobbying and redesign, Jack Koslow finally saw his serve as heavy reinforcements for lighter armor. As
stealth armor suit—the Rogue Bear (Hybrid)— many of these Clusters already make heavy use of
accepted into the Ghost Bear touman. Rogue Bears, there is a degree of parts
commonality that eases maintenance, though the

186
Type: Rogue Bear (Hybrid)
Technology Base: Mixed
Equipment Rating: F/X-X-F/E
Chassis Type: Humanoid
Weight Class: Heavy
Maximum Weight: 1,500 kg
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes
Notes: Includes Camo System (Movement Modifiers +2/+1/+0), and Basic Stealth Armor (Range Modifiers 0/+1/+2; Invisible to Probes); Features the following Design Quirks:
Non-Standard Parts, Easy to Maintain.

Equipment Slots Mass


(kg)
Chassis: 400
Motive System:
Ground MP: 1 0
Jump MP: 3 250
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0
Armor: Basic Stealth 3 300
Armor Value: 10 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Machine Gun (50) RA 1 100
Anti-Personnel Weapon Mount RA 1 5
Machine Gun (50) LA 1 100
Anti-Personnel Weapon Mount LA 1 5
Battle Armor Jump Booster Body 2 125
Camo System (IS) Body 2 200

187
SLOTH BATTLE ARMOR
Mass: 1,500 kg Elemental suit made it possible to deal with the been seen or heard from since the same Black
Manufacturer: NAIS, TharHes larger technical issues of power supply and Dragon reactionaries staged a coup on the eve of
Primary Factory: None (Out of myomer/joint structure design, while designers did the Blakist Jihad.
Production) not have to concern themselves with the finer
Cost: details of bipedal balance and humanoid piloting
interfaces.
Lieutenant Neil Perez-Carson: A
Battle Value 2.0: 35 platoon commander in Mobile Fire’s First Security
BattleForce: Limited numbers of the Sloth were
Division, Perez-Carson’s Sloth came into his
Optional Rules: deployed throughout the Federated
possession as part of a gift of battle armor
Commonwealth when the Lyran Alliance seceded.
bestowed upon the mercenary command by
The Federated Suns’ high command, never truly
Katherine Steiner-Davion during her reign as
OVERVIEW impressed by the battlesuit’s performance, did not
Archon of the Lyran Alliance. While this act helped
Although often maligned as the pale pick up the Sloth’s production, which by then had
secure the mercenaries’ loyalty to the Lyran state
shadow of its successor, the Fenrir, the Sloth—like been shifted to Lyran factories. Sloths continued to
during the FedCom Civil War, loyalties shifted after
the Infiltrator battlesuits it debuted alongside— be produced in limited numbers for nearly three
the outbreak of the Jihad. Mobile Fire found itself
represents one of the first examples of Inner more years until the introduction of the Fenrir
stationed on New Earth, and the unit reportedly
Sphere battle armor to hit the modern battlefield. presented the LAAF with a faster, more potent
switched allegiances to the Word of Blake shortly
But while its design was based on Clan Elemental battlesuit design.
before the fall of that world in August of 3068.
battlesuits obtained by the First Somerset Strikers Confirmation of Mobile Fire’s betrayal came in the
in a daring raid during the early days of the Clan NOTABLE TROOPERS following May, when elements of the command,
invasion, the Sloth actually shares more in common including Perez-Carson’s platoon, took part in the
with vehicular and miniaturized BattleMech Franklin Sakamoto: A reluctant member of conquest of Imbros III. Apparently deployed as a
designs than proper battle armor. Interested in the First Somerset Strikers after his JumpShip was
head-hunter force, Perez-Carson and his platoon of
providing firepower to contend with other captured by FedCom forces over Tharkad, Franklin
black-painted Sloths have been positively
battlesuits, the Sloth’s predominantly Lyran Sakamoto—now known as the illegitimate son of
identified on numerous occasions, often engaging
designers at the NAIS diverged from the baseline Draconis Combine Coordinator Theodore Kurita—
conventional infantry forces and even civilian
humanoid configuration of the standard Elemental was the first warrior to pilot a Sloth in combat.
“conspirators” at point-blank range. Perez-Carson’s
by opting for the stability and strength of a Indeed, he was also the first Inner Sphere battle
own Sloth, distinguished by the peculiar addition
quadruped design. armor warrior to ever score a ’Mech kill when he
of a line of iron-gray chain links running around its
Rather than being worn like standard used the Sloth’s pop-up mine to cripple a Jade
forward canopy and back along its spine, was
battle armor, the Sloth was designed to be piloted Falcon Vulture during the same battle.
allegedly sighted leading the attack on the
more like a vehicle, and thus lacked the humanoid- After his service with the Strikers ended,
planetary capital building in Trunner, where close
style manipulators necessary to hitch a ride on Sakamoto eventually returned to his native
to half of the local government officials were killed
’Mechs or to conduct most anti-’Mech attacks. Combine, where Theodore Kurita recognized him
or captured in a bloody, two-hour firefight.
However, the lower profile and stable firing as his son. His claim to the throne remained
platform enabled the design to better mount renounced, however, in an effort to thwart
weapons. The choice of a quadruped design and conservative elements of the Black Dragon Society,
the atypical battlesuit piloting method helped who once sought to use him in a bid to depose the
speed the Sloth’s design and production process. current ruling line. Sakamato went on to join the
The technical lessons learned from the Clan ranks of the elite Otomo on Luthien, but has not

188
Type: Sloth
Technology Base: Inner Sphere
Equipment Rating: E/X-X-E/E
Chassis Type: Quad
Weight Class: Heavy
Maximum Weight: 1,500 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: None.

Equipment Slots Mass


(kg)
Chassis: 300
Motive System:
Ground MP: 3 80
Jump MP: 0 0
Manipulators:
Left Arm: NA 0
Right Arm: NA 0
Armor: Standard 250
Armor Value: 5 + 1 (Trooper)

Weapons and Location Slots Mass


Equipment (Capacity) (kg)
2 Small Lasers (30x2) Body 2 400
Pop-up Mine (OS) Body 1 200

189
TENGU HEAVY BATTLE ARMOR
Mass: 1,500 kg Core to this presumption was the fact heavier weapons than normally expected on such
Manufacturer: Gibson Federated BattleMechs that the Tengu—unlike virtually every battle armor suits, including the lightweight version of the
Primary Factory: Gibson design in existence—boasts both a high ground Word’s new variable-speed lasers or even a semi-
Cost: speed (for its size) and jump jets. Considered external medium laser.
Battle Value 2.0: 48 (Standard) inefficient in the kilogram-conscious economy of Because all four primary configurations of
52 (Support) battlesuit design, this approach runs counter to the Tengu use modular or detachable equipment,
52 (Small VSP Laser) conventional wisdom, which emphasizes one many field variations have been reported as well,
67 (Medium Laser) movement mode over all others (as exemplified by including a completely weapons-free model
BattleForce: the Clan Elemental, which barely outpaces (presumably used more as a guardian in safer
Optional Rules: conventional infantry on foot but can leap forward interior areas, though sporadic reports seem to
in 90-meter hops). How such an arrangement suggest that these supposedly unarmed suits
might benefit the trooper in more than a select few actually carry sophisticated electronics intended to
OVERVIEW circumstances remains unclear, but the result is a mimic the capabilities of the Word’s powerful
Of the six battle armor designs in the design that sacrifices hundreds of potential improved C3 computers). Other unconfirmed
Demon series, the Tengu appears to be the most weapon and armor kilograms to seemingly reports claim that a custom Tengu exists that
experimental, featuring more modular superfluous motive systems. carries twin torso-mounted five-tube rocket
technologies and what some observers have Adding to the impression of the Tengu as launchers, backed by a machine gun and battle
characterized as “an overworked motive system a test-bed design is its armament. To date, at least claws for anti-infantry work. During the first major
arrangement.” Its name taken from demons of four general-use configurations have been action involving Demon battle armor—the 3071
Japanese lore, the Tengu first appeared soon after identified along with a score of personalized purge of the New Gibson Freedom League from
the Djinn—making it the second Demon-series variants. The standard and support versions, which Gibson’s capital city of Portent—Tengus operated
battlesuit to enter service. Though readily were the first models to appear, each employ a in close concert with Djinn and Purifier battlesuits
recognized as part of the series thanks to its modular left arm primary weapon mount and a to cut down rebel infantry and vehicle support
winged appearance and snarling visage, it soon secondary right arm anti-personnel weapon over a bloody, two-day street battle. Since then,
became clear that the Tengu was one of the more mount. In the primary mount, the standard Tengu these battlesuits have become a fixture in most of
unusual creations conceived by Precentor Vapula. carries a man-portable plasma rifle. Its support the Shadow Divisions, but—like all of the other
While the other Demons quickly defined their counterpart, meanwhile, uses a light recoilless rifle, Demons—they remain almost unheard of beyond
various standard configurations, the Tengu’s saving enough weight for a detachable one-shot the ranks of the Manei Domini.
capabilities seemed to vary so wildly in the first SRM triple-tube launcher. Both of these suits leave
months after its debut that many military tech ample space for secondary weapons while still
sporting enough armor to survive most heavy NOTABLE TROOPERS
experts could only speculate on the capabilities of
the standard model Tengu. In fact, a prevailing weapon hits. Specter Precentor Sigma Dantalion:
theory soon surfaced that the Tengu represented Far more recently, two more Tengu Long-time deputy to the Forty-ninth Shadow
Vapula’s first experiments in creating a battle configurations have surfaced that employ the Division’s commander, Precentor Naamah,
armor type with the same flexibility as the Celestial semi-external detachable weapon mount. Taking Dantalion is the ascended Manei Domini who has
OmniMech series—experiments that ultimately advantage of the weight and space savings made led the Forty-ninth on all of its major outings while
were abandoned in favor of more hard-wired possible by this technology, these suits are more Naamah herself operated covertly in the Regulan
variants. sluggish in combat and lack roughly eight percent Court (under the alias of “Sonja Amora”). Under the
of the original Tengu’s armor. Yet each one carries command of this cross-trained MechWarrior and

190
battle armor trooper, the Forty-ninth—“Naamah’s Nightwalkers”—destroyed Equipment Slots Mass
both the Second Regulan Hussars and a hefty portion of the First Regulan Hussars (kg)
in devastating attacks on Wallis and Regulus itself. During the attack on Regulus, Armor: Advanced 5 520
Dantalion eschewed his modified Albatross and stormed Prince Cameron-Jones’ (Standard/Support)
palace in his Tengu battlesuit to personally extract his commander. Advanced (Small 5 480
Shortly before the inevitable Regulan assault on Gibson in 3073, VSP/Medium Laser)
Dantalion found himself in full command of the Nightwalkers when Naamah Armor Value: 13 + 1 (Trooper) (Standard/Support)
stood down as the division’s commander. When the Regulans attacked, Dantalion 12 + 1 (Trooper) (Small VSP/Medium Laser)
once more chose to fight in his Tengu. Sketchy after-action reports claim that
Dantalion’s squad eliminated the Regulan force’s commander at the peak of the Weapons and Equipment Location Slots Mass
fighting, resulting in the eventual rout of the surviving task force troops. (Capacity) (kg)
Following this victory, the warriors of the Fortyninth honored their new Standard
commander by formally renaming the division “Dantalion’s Dirge.” Modular Weapon Mount LA 1 10
M-P Plasma Rifle LA 2 300
Anti-Personnel Weapon RA 1 5
Type: Tengu (Demon) Support
Technology Base: Inner Sphere Modular Weapon Mount LA 1 10
Equipment Rating: Light Recoilless Rifle LA 2 175
Chassis Type: Humanoid Anti-Personnel Weapon RA 1 5
Weight Class: Heavy SRM 3 (OS) Detachable Body 2 135
Maximum Weight: 1,500 kg Missile Pack
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/Yes Small VSP Laser
Notes: The Standard Tengu may mount a single AP weapon weighing up to 35 kg. Small Variable Speed Laser LA 1 380
The Support Tengu may mount a single AP weapon weighing up to 25 kg, but may (Detachable Weapon Mt.)
not jump until it jettisons its SRM-3. The Small VSP Laser Tengu may mount a Anti-Personnel Weapon RA 1 5
single AP weapon weighing up to 5 kg, but may only move at 1 Ground MP and Medium Laser
cannot jump while carrying the Small Variable-Speed Laser. The Medium Laser Medium Laser (Detachable LA 1 375
Tengu may mount a single AP weapon weighing up to 10 kg but may only move Weapon Mt.)
at 1 Ground MP and cannot jump while carrying the Medium Laser. Anti-Personnel Weapon RA 1 5

Equipment Slots Mass


(kg)
Chassis: 300
Motive System:
Ground MP: 2 80
Jump MP: 2 250
Manipulators:
Left Arm: Basic Manipulator 0
Right Arm: Basic Manipulator 0

191
FENRIR BATTLE ARMOR
Mass: 2,000 kg true battlesuit. Though initially intended to boast detachment, Sergeant Major Henry Wimbleton was
Manufacturer: TharHes Industries greater protection than the Sloth, designers of this heavily involved in the Seventeenth’s efforts to put
Primary Factory: Tharkad suit instead realized that the two-ton quadruped down the 3064 Solaris riots while the FedCom Civil
Cost: could carry an unprecedented weapons load while War raged elsewhere. Often tasked with helping to
Battle Value 2.0: 29 (Machine Gun) losing none of the mobility. To maximize these rein in the more heavily armed rioters with minimal
40 (Small Laser) traits, the legs were left intentionally armor-light, collateral damage, Wimbleton usually deployed his
37 (Small Pulse Laser) while a large, field-configurable turret mount was Fenrir squad in the SRM-4 configuration in order to
58 (Medium Pulse Laser) attached to the dorsal area. Affording a 300-degree maximize their punch against armored vehicles
51 (SRM 4) firing arc for a variety of support-grade weapons, and light ’Mechs. Striking from ambushes among
36 (Mortar and Machine Gun) this turret mount—revolutionary for its time— the urban jungles of Solaris City, Wimbleton’s
71 (ER Medium Laser) became the primary focus of the Fenrir’s strength. squad brought down at least three renegade
BattleForce: In the field, the LAAF has deployed BattleMechs during the two-month chaos,
Optional Rules: Fenrirs in numerous weapons configurations. The including a renegade Banshee Stables Hunchback
favored anti-infantry version mounts three support piloted by Terrence “Tricky” Kringle.
machine guns or a trio of support lasers, each Decorated for his role in ending the ’64
OVERVIEW capable of decimating conventional infantry riots, Wimbleton’s squad—and indeed the entire
Development of the Fenrir battle armor platoons in seconds, and this model can even 294th—accompanied the rest of the Seventeenth
began almost as soon as Katherine Steiner-Davion stand up to many battlesuit squads. A twin small to Small World, where they were shattered by a
assumed the title of Archon and declared the pulse laser configuration, ideal for contending with collection of mercenary and Allied forces.
secession of the Lyran Alliance from the Federated more mobile infantry—battle armored and Wimbleton and his squad were killed in action
Commonwealth. Commissioned as one of the first otherwise—was deployed to great effect during during that battle, their battlesuits lost while
orders of Katherine’s new administration, the Fenrir the FedCom Civil War. Two dedicated anti-vehicle attempting to hold back elements of Smithson’s
was conceived as a new Lyran battlesuit, intended versions—one sporting a medium pulse laser and Chinese Bandits.
to underscore the separation of the historically another a 4-shot SRM-4 rack—have also been used,
distinct Steiner and Davion realms. allowing squads of Fenrirs to menace combat
vehicles and light BattleMechs. Since the end of
Leutnant Ophelia Hathaway: A veteran
The hastily organized design team based of the FedCom Civil War (and a suspected
this new battle armor on the Sloth, a quad the FedCom Civil War and the start of the Jihad,
sympathizer of the Free Skye movement),
battlesuit rushed into production for the FedCom two other Fenrir configuration deployments have
Hathaway was among the Lyran infantry forces
military by the NAIS during the Clan Invasion. emerged—one that combines mortars and
that defended the Defiance Industries BattleMech
Although now eclipsed by newer and more machine guns and another that makes use of an
factories on Hesperus II during the Word of Blake’s
sophisticated Inner Sphere battlesuits, the Sloth’s extended-range medium laser—but as of this date
recent assault there. Though her loyalty to the
unique quadruped configuration offered stability these new configurations have not seen
Tharkad government may have been in doubt, her
and a potential for heavier weapon loads that widespread use.
role in the failed defense of the Hesperan factories
inspired the Lyran design teams to develop an against the recent Blakist assault has already
even heavier version. NOTABLE TROOPERS become legend.
Named for the demon-wolf of Teutonic Detailed after-action reports of the battle
mythology (the better to underscore Lyran Sergeant Major Henry “Hank” remain sketchy as of this writing, but several
independence), the Fenrir—like the Sloth—is Wimbleton: As a platoon commander in the sources that escaped into the Hesperan wilderness
piloted more like a small walking vehicle than a Seventeenth Arcturan Guards’ battle armor maintain that Hathaway’s platoon (the “Black

192
Lightning”) waged a fierce and bloody tunnel-by- Type: Fenrir
tunnel fight with the attacking Blakist infantry Technology Base: Inner Sphere
forces intent on securing the complex’s many Equipment Rating: E/X-X-E/F
bunkers. Hathaway, commanding from the lead Chassis Type: Quad
with two Fenrir squads, employed a combination of Weight Class: Assault
heavy pulse lasers and inferno-loaded SRMs Maximum Weight: 2,000 kg
against the attacking infantry and held off the Swarm/Leg Attack/Mechanized/AP: No/No/No/No
invaders for close to five hours. Hathaway’s own Notes: None.
squad managed to account for close to twenty
Blakist battle armor kills on its own in the defense Equipment Slots Mass
of two outlying habitat bunkers before an elite (kg)
squad of Word troops, allegedly led by at least one Chassis: 550
cybernetically enhanced Manei Domini warrior, Motive System:
finally overran her position; though it is assumed Ground MP: 4 320
they were killed to a man, intercepted reports Jump MP: 0 0
indicate Hathaway’s body was never accounted Manipulators:
for. Left Arm: NA 0
Right Arm: NA 0
Armor: Standard 250
Armor Value: 5 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Configurable Turret Mount Body 2 (3) 80
3 Machine Guns (50x3) -- 3 300
3 Small Lasers (30x3) -- 3 600
2 Small Pulse Lasers (14x2) -- 2 800
Medium Pulse Laser (12) -- 3 800
SRM 4 (4 shots) -- 3 400
Heavy Mortar (40) -- 2 400
Machine Gun (50) -- 1 100
ER Medium Laser (20) -- 3 800

193
FENRIR “LONGSHOT”
Field Testing Summation: Custom Fenrir infantry, while also allowing the suits to deliver
Standard Hybrid Refit accurate fire at point-blank range. This last feature
Producer/Site: TharHes Industries, Tharkad is what gives these Fenrir prototypes their
Supervising Technician: Dr. Norman Mundayne “Longshot” designation, and makes a well-
Project Start Date: 3076 coordinated squad of these suits as dangerous as
Non-Production Equipment Analysis: many fire support vehicles.
Battle Armor C3 System Not surprisingly, TharHes has been hard-pressed to
Clan LRM 5 Launchers manufacture even a full platoon of their prototype
Mass: 2,000 kg Fenrir Longshot suits, thanks to the technological
Cost: sophistication of the Clan-spec launchers and the
Battle Value 2.0: 120 resource-expensive, distributed-node battlesuit C3
BattleForce: gear. Indeed, given the company’s ongoing focus
Optional Rules: on post-occupation recovery, it may be some time
before we see full scale production of anything
approximating the Longshots’ capabilities.
OVERVIEW
TharHes Industries of Tharkad unveiled
their experimental refit of the Fenrir battlesuit in
3076 introducing the LAAF to a design that offered
its operator a much greater attack range and even
a forty percent increase in armor protection, plus
the benefit of unprecedented lance-level
battlefield coordination.
Based on specifications uncovered after
the liberation of Tharkad from Blakist occupation
forces, TharHes’ resident battle armor technologies
experts reverse engineered a working example of
battle armor C3 gear which was quickly adapted to
the Fenrir’s assault-size frame. This equipment,
which makes it possible for a battlesuit squad so
equipped to act as its own element in a C3 network,
worked well in aiding friendly ’Mech forces
through numerous tactical simulations.
In addition, TharHes engineers removed
the Fenrir’s trademark configurable dorsal turret,
and replaced it with a fixed mount for a pair of
Clan-spec five-tube LRM launchers. These weapons
enable the Fenrirs to engage targets at distances
greater than most opponents expect from armored

194
Type: Fenrir “Longshot”
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Quad
Weight Class: Assault
Maximum Weight: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: None

Equipment Slots Mass


(kg)
Chassis: 550
Motive System:
Ground MP: 4 320
Jump MP: 0 0
Manipulators:
Left Arm: N/A 0
Right Arm: N/A 0
Armor: Standard 350
Armor Value: 7 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
2 LRM 5s (C) (2 shots each) Body 10 516
Battle Armor C3 System Body 1 250

195
GRENADIER BATTLE ARMOR
Mass: 2,000 kg But the timing was not right, and the BattleMechs. Unable to detect the suits before the
Manufacturer: NAIS, GM Federated Commonwealth rejected the Grenadier. initial volley of infernos and with their mobility
Primary Factory: New Avalon, Talcott Not until the height of the FedCom Civil War did hampered by the rubble of the mauled metropolis,
Cost: both sides realize the suit’s potential as they the overheated ’Mechs could only return fire and
Battle Value 2.0: 63 (Standard) scrambled for any new war materiel to replenish its destroy a few suits before the subsequent volleys
73 (Hunter-Killer) losses. Despite the renewed interest, very few of SRMs crippled or destroyed the entire Blakist
BattleForce: Grenadiers made it to combat, as the armors unit in little over a minute. Several other successes
Optional Rules: produced on New Avalon for the loyalists were of this sort, on New Avalon and elsewhere, have
held back in storage due to massive bureaucratic prompted other Blakist units to assign small battle
red tape, and the Talcott facility at the time was armor squads to accompany BattleMech patrols in
OVERVIEW only able to produce suits in limited quality until urban areas.
Despite NAIS developing many of the after the end of the war. With new battle reports and debriefings
battle armor suits used by the Federated Suns, they Sales for the Grenadier have remained from both customers and Operation Parade
were not the only Suns R&D group working on steady but slow due to the problems of secure coming in steadily, GM has begun offering
what would become a staple in future ground transportation and communication caused by the alternatives to the Grenadier’s standard support
forces. The Hahm-Heinze Design Bureau, a group Jihad, resulting in many executives calling for the laser. These have included standard flamers and
with ties to various GM subsidiaries, used its shutdown of production at several points in time. recoilless rifles, the advanced Magshots, and even
connections and reputation to gain a foothold in In response, supporters within GM (often allies of a light TAG to assist LRM-armed Hauberks. A much
the proposal process when the then-Federated the Hahm-Heinze group) initiated a massive more extensive variant known as the Hunter-Killer
Commonwealth sent out a request to its military- military and public relations campaign to advertise Grenadier has appeared, designed to maximize the
industrial complex for new battle armor suits. the effectiveness of the armored suit called range and firepower strengths of the original for
Though involved in the process, Hahm- “Operation Parade,” recruiting hundreds of retired ambushes. At the expense of some ammunition,
Heinze did not submit a design, realizing just how armored infantrymen. Equipped with Grenadiers this version removes the modular anti-personnel
massive the task would be. It would be over a and other prototype suits, these units are battalion mount for a Firedrake needler system and a larger
decade, in 3062, when the firm approached the and company size, and they travel to various SRM launcher. This version’s arm mount may sport
AFFC with their original Grenadier concept and two systems locked in combat to supplement and a missile system, including the Compact NARC
prototypes. assist the Federated Suns commands. The system that has been reverse-engineered from
The initial design was more of a proof of reinforcements are a welcome sight, and salvaged Purifier suits. This allows further
concept intended to see how much weaponry Operation Parade is allowing GM to showcase just improvement in the Hunter-Killer Grenadier’s
could be mounted on a battlesuit while retaining how effective the heavy battlesuit can be in missile damage, thanks to increased accuracy.
acceptable mobility. Though impressive, the suit combat. Though technically independent units, the
evolved into a support platform. The Grenadier has formations follow the local AFFS commander’s
orders, often encouraging the use of the Grenadier NOTABLE TROOPERS
a uniquely high endurance for a missile-equipped
suit. Not content with just a quad rack of short- in ambushes and hunter-killer units. Command Sergeant-Major Douglas
range missiles, each suit carries seven reloads for In the fighting for New Avalon City, a Trum: Though born in the Pleiades Cluster,
the rack, allowing it to stay at range for longer than company of Operation Parade Grenadiers deployed Trum was nonetheless a loud Federated Suns
most fire-support battle armors. Even when this with mixed conventional and Inferno rounds, supporter and served in a loyalist unit during the
ammunition is exhausted, the Grenadier retains a which the Grenadiers used to successfully ambush Federated Commonwealth Civil War using his
modularly mounted support laser. and destroy a Level II unit of medium Blakist Cavalier suit, not willing to betray those he served

196
with for over almost two decades. Worried his Type: Grenadier
career was shattered due to his decision, he Technology Base: Inner Sphere
mustered out, only to have the Jihad break out Equipment Rating:
shortly thereafter. Recruited by GM for Operation Chassis Type: Humanoid
Parade, he was the one who suggested his Weight Class: Assault
battalion be assigned to shore up the Taurian/Suns Maximum Weight: 2,000 kg
border by being attached to Hansen’s Roughriders Swarm/Leg Attack/Mechanized/AP: No/No/No/Yes
to demonstrate the suit’s ability in Notes: None.
counterinsurgency operations. After the
destructive terrorist attack on Taurus and the Equipment Slots Mass
subsequent rabid surge of Taurian forces across (kg)
the border and their vicious assault on anything Chassis: 550
Davion, Trum and his men have inherited the cold Motive System:
and bitter hatred of the Periphery power that the Ground MP: 2 160
Roughriders have maintained for almost a decade. Jump MP: 0 0
Manipulators:
Left Arm: None 0
Right Arm: Basic Manipulator 0
Armor: Standard Stealth 4 540
Armor Value: 9 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
SRM 4 (7 shots) Body 5 520
Modular Weapon Mount LA 1 (3) 10
Small Laser -- 2 200
Flamer -- 2 160
Magshot Gauss Rifle -- 3 175
Light Recoilless Rifle -- 3 175
Light TAG -- 3 50
Anti-Personnel Weapon Mount RA 1 5
Hunter-Killer
SRM 5 (4 shots) Body 5 510
Missile Capable Modular LA 1 (3) 10
Weapon Mount
Magshot Gauss Rifle -- 3 175
Compact Narc (3 shots) -- 2 180
Firedrake Support Needler RA 1 50

197
HAUBERK BATTLE ARMOR
Mass: 2,000 kg Golem. With intense fighting raging on New behind the head. With six salvos of missiles, a
Manufacturer: General Motors Avalon, and the destruction of other key squad of Hauberks are effectively a waddling
Primary Factory: Salem manufacturing centers by Word of Blake and the missile battery with the firepower to cripple an
Capellan Confederation forces, the AFFS turned to unwary BattleMech or vehicle. A small laser in a
Cost: General Motors on Salem to develop and build the fixed mount on the right arm provides the Hauberk
Battle Value 2.0: 70 (Standard) new battle armor. Armed with data spirited out of with the weaponry to deal with threats at short
63 (Hauberk II) the NAIS before it was destroyed, GM had the first range. Though lacking anti-personnel weapons,
BattleForce: prototypes in the field by 3069, and by 3070 the the suit’s powerful battleclaw makes it dangerous
Optional Rules: suit was in full-scale production. at close quarters.
The Hauberk’s first taste of combat came Offsetting the lack of speed and jump
just weeks later on Demeter when the elite jets, the Hauberk’s advanced stealth armor allows it
OVERVIEW McKinnon’s Raiders (also known as the Fox’s Teeth) to spring devastating ambushes on its foe, while
The Hauberk assault battle armor has its raided the Blakist-held world. The Blakists Ninth the solid combined arms tactics of the AFFS enable
genesis in Clan Goliath Scorpion’s aquatic Undine Division dispatched Call of the Faithful III-delta to the suit to escape retaliation. Many Blakist
battle armor design. With the Word of Blake deal with the smaller Davion force, but the Raiders BattleMechs have been felled by the massed fire of
attacking on all fronts, the Great Houses proved to be elusive quarry. When two Level IIs several Hauberk squads smashing through their
desperately sought any and all means of increasing caught up with the company, it turned out to be a weaker rear armor, while their comrades watched
their military output in the hopes of stemming the carefully coordinated ambush when a company of the Hauberks then race away aboard fast hover
tide. As Clan Diamond Shark had already Hauberks emerged from hidden positions to pour APCs before the surviving Blakists could react.
established a reputation for being willing to sell missile fire into their rear. Turning to deal with the When an opponent manages to fire at a Hauberk,
Clan technology directly to the Inner Sphere—as battle armor, the Blakists found the Hauberk to be a the value of the thick stealth armor can be seen in
was the case with their Mad Cat II—the Houses difficult target. Caught between the anvil of battle the low accuracy of the hostile fire and the survival
discreetly courted the Diamond Sharks in the armor and the hammer of an elite BattleMech rate of the Hauberks.
hopes they would funnel additional Clan war company, the Word of Blake troops were smashed. Only one variant has surfaced to date,
material their way. As the Federated Suns continues to gain developed during the vicious street fighting in
In the case of the Undine, the Federated experience with the new battle armor, Hauberks Avalon City. The Hauberk II replaces the small laser
Suns made significant concessions in trade for are being deployed beside Infiltrator Mk. IIs and with a small pulse laser, and the LRM system—all
several suits of battle armor. Hopes that this new standard battle armor suits. The Hauberk is proving but useless in the point blank urban combat—is
suit could be deployed in the field quickly were popular with the Crucis Lancers, Avalon Hussars, replaced with twin Magshot Gauss weapons.
dashed—the Undine’s specialized nature proved to and March Militia units lucky enough to receive
be tactically limiting. Maintenance problems (and battle armor. Deployment of the suit has been
the high price the Diamond Sharks were asking for limited only by the rate at which GM can turn out NOTABLE TROOPERS
HarJel) also conspired to derail Davion plans. new suits.
However, it was felt that the basic chassis, which At first glance the Hauberk looks almost Captain Nicholas Scott: Scott started his
was more refined than anything the Inner Sphere identical to its parent, the Undine. Although military career as a MechWarrior with the First
had been able to produce to date, could provide a exceptionally slow and unmaneuverable, the battle Kathil Uhlans, but injuries suffered during the
solid foundation on which to develop a new armor mounts one of the most potent weapon campaign to eradicate Clan Smoke Jaguar made it
assault battle armor that was capable of systems attached to battle armor to date: a long- impossible for him to use a neurohelmet. Almost
challenging designs such as the Kanazuchi and range five missile rack on the suit’s torso, just any other man would have quit the military life, or
at least accepted a post in a non-combat arm of

198
the AFFS, but Scott chose to retrain as an Type: Hauberk
infantryman. Technology Base: Inner Sphere
His previous career has given Scott a Equipment Rating:
unique insight into how to break BattleMechs, and Chassis Type: Humanoid
this skill channeled him into the armored infantry Weight Class: Assault
corps. Assigned to the team testing the prototype Maximum Weight: 2,000 kg
Hauberks, Scott has worked closely with Ross Swarm/Leg Attack/Mechanized/AP: No/No/No/No
McKinnon in finding new and unpleasant ways to Notes: None.
use the battle armor against the Word of Blake.
Equipment Slots Mass (kg)
Chassis: 550
Motive System:
Ground MP: 1 0
Jump MP: 0 0
Manipulators:
Left Arm: Battle Claw 15
Right Arm: None 0
Armor: Improved Stealth 5 660
Armor Value: 11 + 1 (Trooper)

Weapons and Equipment Location Slots Mass (kg)


(Capacity)
Standard
Small Laser RA 1 200
Power Pack RA 1 25
LRM 5 (6 shots) Body 6 550
Hauberk II
Small Pulse Laser RA 1 400
Power Pack RA 1 25
2 Magshot Gauss Rifles Body 6 350

199
HAUBERK COMMANDO
Mass: 2,000 kg dangerous in close confines. He upgraded a small production of both technologies, and with them
Manufacturer: Albion Advanced Technologies number of damaged Hauberk II frames with the first wholly home-grown Commando suits.
Primary Factory: New Avalon cobbled-together adaptive armor stripped directly Now filtering into widespread AFFS
Cost: from the remains of Blakist suits, as well as an deployment, the Hauberk Commando battle armor
Battle Value 2.0: 74 eclectic mix of scavenged Clan-tech weaponry. is definitely a defender—or a mugger. Its ground
BattleForce: Described as “quite the urban defense power speed remains ten kph, but it can double that
Optional Rules: armor suit” on the basis of a few choreographed speed by simply ejecting all of its weapons (a tactic
trials, Balke’s handful of customized suits made a not often performed while munitions remain).
strong initial impression which, unfortunately, With its battle claws replaced with lasers the
OVERVIEW wore off quickly after the suits suffered multiple Commando cannot ride on BattleMechs or
Since its debut in 3070, the Hauberk system failures during a more rigorous testing OmniVehicles. It must rely on troop transports to
battlesuit had been well-regarded by the AFFS, cycle. Balke had worked miracles tying all the move large distances. When used offensively, the
both for its thick armor and its heavy armament. disparate systems together, but reliability in the Hauberk Commando is shuttled forward to
Despite these features, this battle armor proved ill- field proved too much to hope for. preemptively take and hold key terrain or built-up
suited to the “up close and personal” combat that Despite these problems the AFFS felt that areas. Once in position, the suit blends into its
took place in the urban battlegrounds of New a closecombat version of the Hauberk, employing background, emerging only to strike before fading
Avalon during the Jihad. Often thrown into house- adaptive armor, was worth pursuing. Albion back into invisibility. While lacking the punch of
by-house fighting to back up lighter Cavalier and Advanced Technologies, with close to twenty years the Balke model, or the competing Grenadier
other battle armor troops, the Hauberk’s LRMs experience in powered armor construction (and assault armor, the Hauberk Commando is
were effectively neutered by the short ranges. likely concerned at the possible success of a appreciated by its users more for its stealthiness,
Worse, the value of the suit’s advanced stealth competitor to their Grenadier assault suit), reliability, and—above all—ruggedness.
armor also degraded when forced to tackle Blakist successfully won the contract for the Hauberk
Se’irim and Nephilim suits in close, claw-to-claw Commando armor by combining the construction
combat. Based on this experience, a field- contract with commitments to both plant
expedient refit—nicknamed the Hauberk II— rebuilding and battlefield equipment and
replaced the LRMs with dual Magshots taken from ordnance clearing—the latter being essential for
fallen Cavalier suits. While this addressed the issue obtaining access to the damaged Blakist
of short-range firepower, it did little to improve the equipment then-required for construction.
suit’s survivability. The Commando uses standard Inner
The Blakist withdrawal from New Avalon Sphere-made weapons for both reliability, and
in 3074 left the AFFS forces on-planet as shattered ease of supply. Paired extended-range lasers
as their once-great capital city. However, some saw supplement the remaining torso-mounted
opportunities amidst the wreckage. One of these Magshot, while a twin-tube short-range missile
was Tech Sergeant Timothy Balke. Balke, a launcher provides an extra, one-off punch. Most
specialist in battle armor repair, had been importantly, while AAT was forced to initially use
impressed by two Blakist developments: the salvaged armor and weapon mounts—limiting
detachable weapon mounts that enabled weapons early production runs to the supply of available
to be fitted and replaced with ease, and the unique salvage— by 3088 they had mastered the
adaptive armor that had made light Purifier suits so

200
Type: Hauberk Commando
Technology Base: Inner Sphere
Equipment Rating: E/X-X-E/E
Chassis Type: Humanoid
Weight Class: Assault
Maximum Weight: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: May only move at 1 Ground MP while carrying any detachable weapon packs, and returns to 2 MP when all detachable weapon packs are dropped. Features the
following Design Quirk: Easy to Maintain.

Equipment Slots Mass


(kg)
Chassis: 550
Motive System:
Ground MP: 1 (2) 160
Jump MP: 0 0
Manipulators:
Left Arm: None 0
Right Arm: None 0
Armor: Mimetic 7 550
Armor Value: 11 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
ER Small Laser (20) RA 1 265
Detachable Weapon Pack
ER Small Laser (20) LA 1 265
Detachable Weapon Pack
SRM 2 (OS) Body 2 75
MagShot (10) Detachable Body 1 135
Weapon Pack

201
HAUBERK U15
Field Testing Summation: Custom Hauberk small laser in one arm and a Clan micro pulse laser
Hybrid Refit in the other. Realized he could still mount some
Producer/Site: Stevens Barracks, New Avalon additional equipment, he continued to add to the
Supervising Technician: Tech Sergeant Tim Balke design. He managed to squeeze a Clan SRM 2 pack
Project Start Date: 3076 with 8 missiles and a Clan ECM suite onto the
Non-Production Equipment Analysis: frame. Balke then encased the entire suit in
Clan ECM Suite mimetic armor pulled from the Purifier adaptive
Clan ER Small Laser suits (though he required some engineering
Clan Micro Puls support to make the mimetic armor work
Mass: 2,000 kg correctly). On top of all that, he rewrote the suit’s
Cost: firmware to handle the five different combat
Battle Value 2.0: 93 systems at once.
BattleForce: What he created was quite the urban defense
Optional Rules: power armor suit—one that can all but disappear
from the battlefield—while the weapons provide a
wide array of combat options. Balke has since built
OVERVIEW three additional suits; a battle armor unit stationed
The development of the Hauberk U15 nearby has taken them onto an urban training
started in a most abnormal fashion. The days after course where, in one exercise, a Valkryie pilot
the Blakists were driven from New Avalon were caught in a tight spot less than thirty meters from
very chaotic. Even as the immense salvage the squad found herself disabled in under ten
operation to clear the world of wreckage pushed seconds. The squad has since repeated this tactic
on, relief supplies and spare parts flooded in. in two subsequent tests, calling it the “Balke
During this rather confusing time a misrouted Method of Superior Combat.”
shipment of salvaged battle armor was sent to a
supply and repair depot that also housed some
salvaged Clantech weaponry.
There, Tech Sergeant Timothy Balke
categorized the shipment and found a wide range
of items. Wreckage of Hauberk and Infiltrator II suits
were mixed in and among the hulks of Blakist
Purifier and Demon battle armor. After a few weeks,
when no one came looking for the salvage,
Sergeant Balke started to tinker with it. The
detachable weapon packs (DWPs) from the Blakist
suits were something he’d never seen before. He
took a Hauberk frame and mounted a MagShot
Gauss rifle in one DWP over the shoulder. Next, he
mounted a DWP in each arm, attaching a Clan ER

202
Type: Hauberk U15
Technology Base: Mixed
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Assault
Maximum Weight: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: May only move at 1 Ground MP while carrying any Detachable Weapon Pack weapons.

Equipment Slots Mass


(kg)
Chassis: 550
Motive System:
Ground MP: 1 (2) 160
Jump MP:
Manipulators:
Left Arm: None 0
Right Arm: None 0
Armor: Mimetic 7 550
Armor Value: 11+1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
ER Small Laser (C) LA 1 263
(Detachable Weapon Pack)
Micro Pulse Laser (C) RA 1 120
(Detachable Weapon Pack)
SRM 2 (4 shots) (C) Body 3 150
Magshot (Detachable Body 1 132
Weapon Pack)
ECM Suite (C) Body 1 75

203
KANAZUCHI ASSAULT BATTLE ARMOR
Mass: 2,000 kg accelerate the final design work. During the final wreckage once known as the Luthien Armor Works
Manufacturer: Luthien Armor Works test after another eighteen months, the design complex. Working occasionally with the
Primary Factory: Luthien team produced a captured Clan Mad Cat Dragonslayers—castoffs from the Second Sword—
Cost: OmniMech and fired on the suited warrior. While this band of former Otomo have sworn to rescue
Battle Value 2.0: 72 (Standard) the armor was stripped from a direct blast from the Sakamoto-san from the Black Dragons or die
67 (Upgrade) arm-mounted ER PPC, the test pilot managed to trying.
BattleForce: connect with two laser blasts, much to the delight
Optional Rules: of the attending officers. The newly-christened
Kanazuchi—or, “hammer”—entered production a
“Guardians”: Attached to the Iron Will
battalion of the First Ghost, this armored infantry
scant two weeks later.
unit made a name for itself during the retaking of
OVERVIEW The stumpy-looking Kanazuchi features a
Proserpina after Draconis March forces had
The third and last armor design based on solid carriage with thick legs and arms; a forward-
captured the Combine world during the FedCom
captured Clan battle armor, the Kanazuchi was five leaning “head” contains the cockpit-like assembly
Civil War. Unusual in make-up, the Guardians
years in the making. Featuring powerful weaponry for the trooper. The impressive weapons load
consist of two platoons of Kanazuchi armor, and
and one of the most armor-intensive designs includes two over-the-shoulder mounted SRM-2s
several transport vehicles are usually attached to
known to the Inner Sphere, the Kanazuchi almost and a ’Mech-sized medium laser. Rounding out the
the small unit to transport the ungainly suits.
failed to materialize due to budget cuts. deadly arsenal are two pod-mounted anti-infantry
Experienced in urban combat and defensive
Early prototype trials of the design—then modules, allowing mission-specific weapons to be
actions—many of the troopers are veterans of the
known as the “Komodo” until a popular BattleMech added.
Smoke Jaguar invasion in 3050—they helped hold
design was assigned that name—went very poorly. Though produced in limited numbers
several key cities and transport hubs during the
Loaded with over a ton of armor plate and a huge before the Ghost Bear War, production was sped
First Ghost’s methodical retaking of the embattled
arsenal of weapons, the suit proved to be so heavy up so that many of the DCMS units geared towards
world.
that even a well-muscled trooper could barely get urban defense could field this assault armor. A new
Due to their tremendous efforts in
the suit to move. Unable to maneuver quickly model, attempting to address some of the issues of
helping to secure a Combine victory, the DCMS
enough, the suit proved to be nothing more than a the current design, is rumored to be under
rotated half of the unit to the Luthien Armor Works
man-sized static target. production at a secret facility.
testing facilities on Quentin, where they joined a
Despite the early setbacks, the design Now a mainstay in units like the Otomo
team of scientists to re-examine the armor suit. The
team believed they could get the armor to meet, if and the Ghost Regiments, the Kanazuchi is now a
last report from the team provided schematics on a
not exceed, the Draconis High Command’s common sight among the urban citizenry, a
new upgrade, just before the Word of Blake
expectations—so much so, they worked round the symbol of the Dragon’s promise to safeguard and
shattered the LAW complex on Quentin on their
clock and without pay for over a year to revamp protect its subjects.
way to reinforce the Blakist invasion of Dieron.
the entire suit.
After the redesign phase, a volunteer lab NOTABLE TROOPERS
assistant took the second prototype out onto the “Regretful Pride”: Officially attached to the
proving grounds in front of the Coordinator and “Divine Justice”: Shamed by their failure to First Robinson Rangers, this Kanazuchi suit is one of
the High Command. Executing several basic protect Tai-sa Franklin Sakamoto from being two that was captured during the failed attack on
maneuvers and firing off several dummy rounds, captured in the early stages of the Black Dragon Ashio during the FedCom Civil War. While none of
the assistant impressed the High Command revolt on Luthien, this band of Otomo recently the Rangers can pilot the Kanazuchi, the two suits
enough for them to triple the armor’s budget to found a cache of Kanazuchi armor in the vast were transported with the Rangers to Mallory’s

204
World, where a team of NAIS scientists arrived in Type: Kanazuchi
early 3068 to take one of the pair for testing. Technology Base: Inner Sphere
General Fortuna fought to retain the other suit— Equipment Rating: E/X-X-E/F
even though it is useless to the Rangers as a Chassis Type: Humanoid
combat weapon, it helps keep the morale of the Weight Class: Assault
unit up. Seeing such an obvious symbol of the Maximum Weight: 2,000 kg
hated Combine standing square in the center of Swarm/Leg Attack/Mechanized/AP: No/No/No/Yes
the Ranger’s complex constantly reminds them not Notes: None.
only of their enemy’s deadliness, but that they, too,
can be taken down and defeated. Equipment Slots Mass (kg)
The second suit is rumored to have been Chassis: 550
transported to a secret NAIS facility on New Syrtis Motive System:
and is an unwilling participant in a new Suns armor Ground MP: 1 0
program. Jump MP: 0 0
Manipulators:
Left Arm: None 0
Right Arm: Modular Equipment
Adaptor
Armor: Standard 750
Armor Value: 15 + 1 (Trooper)

Weapons and Equipment Location Slots (Capacity) Mass (kg)


Standard
Medium Laser (30) RA 3 500
Modular Equipment Adaptor LA 2 10
Heavy Battle Claw 20
Industrial Drill 30
Salvage Arm 30
2 SRM 2 (OS) Body 4 150
Anti-Personnel Weapon Mount Body 1 5
Anti-Personnel Weapon Mount Body 1 5
Upgrade
Support PPC (15) RA 2 250
Modular Equipment Adaptor LA 2 10
Heavy Battle Claw 20
Support PPC (15) LA 2 250
2 MRM 1 (4 shots x2) Body 4 160
Anti-Personnel Weapon Mount Body 1 5
Anti-Personnel Weapon Mount Body 1 5

205
KANAZUCHI “CYCLOPS”
Field Testing Summation: Kanazuchi Hybrid Refit suit’s protection slightly, but making it possible to
Producer/Site: Field Refit, Noisiel fit a detachable weapons pack mount over the
Supervising Technician: now-empty shoulder. She was then able to outfit
Elsa Cross, Bull Jaegers Combat Ball Team the battle armor with a Clan prototype ER medium
Project Start Date: 3076 pulse laser (again, don’t ask them where they got
Non-Production Equipment Analysis: it). The design was rounded out with a second
Clan ER Medium Pulse Laser heavy battle claw so that the trooper could make
Mass: 2,000 kg short work of other suits and even some tanks at
Cost: close range.
Battle Value 2.0: 103 With that kind of muscle and firepower, the Bull
BattleForce: Jaegers look poised to win the champion ComBall
Optional Rules: World Title in the upcoming season.

OVERVIEW
You could probably carpet bomb Noisiel
with nuclear warheads, and you still wouldn’t be
able to stop the Combat Ball season. Even with
over 90 percent of its game industry shut down,
Noisiel’s annual Combat Ball tournaments just
couldn’t be silenced. With the Games slowly
coming back to life, “ComBall” is seeing a fresh
surge of its own energy that has fans cheering for
more. And what’s not to like about a game that
combines capture the flag, football, armored tanks
and infantry (of all shapes and sizes), into an out-
and-out no-holds-barred free-for-all battle-sport?
And it is in this venue that we find the final gem of
this month’s issue, in the shape of the Bull Jaeger’s
newest goaltender.
Where exactly the Bulls got ahold of one
of the Draconis Combine’s prized battlesuits is a
mystery. But their mystery is our benefit, fight fans,
because what a goaltender it is! The Jaegers’ lead
tech, Elsa Cross, started her modifications on this
baby by ripping out all the Kanazuchi’s traditional
armament, save for the anti-personnel mounts
under its broad “chin.” She then ripped off the
right armored, shoulder pauldron, reducing the

206
Type: Kanazuchi “Cyclops”
Technology Base: Mixed
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Assault
Maximum Weight: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/Yes
Notes: The Kanazuchi “Cyclops” has 1 Ground MP when carrying the detachable weapon pack, and returns to 2 Ground MP when the weapon is dropped.

Equipment Slots Mass


(kg)
Chassis: Assault 550
Motive System:
Ground MP: 1 (2) 160
Jump MP: 0 0
Manipulators:
Left Arm: Heavy Battle Claw 20
Right Arm: Heavy Battle Claw 20
Armor: Advanced 5 640
Armor Value: 16 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
ER Medium Pulse (C) (11 shots) Body 1 600
(Detachable Weapon Mt.)
Anti-Personnel Weapon Mount Body 1 5
Anti-Personnel Weapon Mount Body 1 5

207
KOPIS ASSAULT BATTLE ARMOR
Mass: 2000 kg quickly headed up their battle armor research. direct command of Alys Rousset-Marik, the suits
Manufacturer: StarCorps Industries With Blakist technical documents, also obtained by were there when Alys liberated Outreach. In a
Primary Factory: Emris IV Rousset-Marik’s resistance, Sundahar quickly had a series of brief pitched battles, Wannamaker’s
Cost: prototype assault suit ready for field trials. Widowmakers were devastated by the Dragoons
Battle Value 2.0: 78 (Standard) Based on an assault suit that Irian had and other units of the Free Worlds Group I. The
57 (Anti-Infantry) been developing, the Kopis stresses firepower over Kopis suits saw their first combat here when a
BattleForce: all else. Lightly armored compared to other assault mixed company of Widowmakers attempted to
Optional Rules: suits, it still possesses protection equal to the break out of Rousset-Marik’s encirclement. Two
standard Clan Elemental. This tradeoff of squads of the suits were dispatched by VTOL ahead
protection and ground speed allows the Kopis to of the retreating mercenaries. The Kopis suits used
OVERVIEW devote more than half its mass to offensive their heavy battle claws to quickly drag debris into
When Etna Foundries’ Longinus factory equipment. Twin heavy battle claws enable it to rip the roadways and then laid an ambush against the
on Oriente was sabotaged by suspected Blakist through nearly any armor as well as buildings and retreating company. When the Widowmakers
operatives, Thomas Halas became keenly aware of other obstacles. In its favored urban environment, slowed to navigate the debris field, sixteen lasers
the need for alternate production facilities. Halas this means it can move nearly anywhere it needs to lanced out to cripple or destroy the leading and
approached StarCorps to provide the in order to carry out its primary mission. trailing elements of the retreating mercenaries.
manufacturing base. Their Emris IV facility had Moving away from the trend in missile- When Coalition forces arrived two minutes later,
been producing industrial exoskeletons for some heavy assault suits, Kopis designers were prepared the eight Kopis suits had destroyed eighty percent
time, with the Gorilla exoskeleton having a near to trade single-salvo firepower for longer of the Widowmaker company for the loss of only
universal acceptance. StarCorps was more than battlefield endurance. What they settled on gave three of their suits.
willing to produce a battle armor suit. Previous both raw firepower and the ability to fire at targets The Kopis was present at the Liberation of Terra in
attempts to move into this market had been of opportunity without fear of squandering a significant numbers and has since become the
stymied by the Free Worlds government and likely handful of missile reloads. Two modified Martell backbone of Marik and Oriente battle armor units.
Blakist influence to maintain control of the medium lasers form the Kopis’ primary firepower. Using the highly capable suit as a bargaining chip,
League’s battle armor designs. Securing These two over-the-shoulder lasers give the Kopis Oriente is selling Kopis suits to The Republic in
manufacturing facilities was only the first hurdle. the ability to take down ninety percent of other exchange for access to Achileus and Phalanx suits
Powered exoskeletons were one thing; to produce Inner Sphere battlesuits in a single attack and a full from the factories now in Republic space. It is
a high-end assault suit required a level of technical squad is a deadly threat to any light BattleMech. believed the pairing of Kopis suits with Federated
expertise StarCorps had yet to acquire. Two arm-mounted anti-personnel weapon mounts Suns Grenadiers will make for a highly effective
StarCorps solved this problem by complete the Kopis’ offensive capabilities. urban defense squad and plans are underway to
reaching out to Duchess Alys Rousset-Marik. In Released just days before the final assault deploy two to three squads of these mixed battle
exchange for access to production units, Rousset- on Terra the only Kopis variant saw limited use armor teams to each planetary militia in The
Marik agreed to help acquire that technical know- before the Liberation of Terra. The anti-personnel Republic.
how that StarCorps needed. Using her extensive variant was built to deal with the fanatical Word
resistance network Rousset-Marik was able to infantry expected to defend Terra’s urban centers.
contact a leading scientist from Irian BattleMechs. It replaces the twin medium lasers with a pulse
Having escaped the Blakist-controlled Irian but still laser and a flamer.
on the run, Dr. Hyram Sundahar was more than The first suits were fielded in late 3077.
happy to accept employment with StarCorps, and Assigned to the Twelfth Atrean Dragoons, under

208
Type: Kopis
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Humanoid
Weight Class: Assault
Maximum Weight: 2000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/ No/ Yes
Notes: None

Equipment Slots Mass


(kg)
Chassis: 550
Motive System:
Ground MP: 1 0
Jump MP: 0 0
Manipulators:
Left Arm: Heavy Battle Claw 20
Right Arm: Heavy Battle Claw 20
Armor: Advanced 5 400
Armor Value: 10 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Standard
Anti-Personnel Weapon Mount RA 1 5
Anti-Personnel Weapon Mount LA 1 5
2 Medium Lasers (30x2) Body 6 1000
Anti-Infantry
Anti-Personnel Weapon Mount RA 1 5
Anti-Personnel Weapon Mount LA 1 5
Medium Pulse Laser (24) Body 3 805
Flamer (30) Body 1 160

209
NEPHILIM ASSAULT BATTLE ARMOR
Mass: 2,000 kg target but also sustain fire from some of today’s “capture team” model, for example, combines the
Manufacturer: Gibson Federated BattleMechs heaviest conventional weapons. The standard- Word’s anti-’Mech taser with a two-tube LRM
Primary Factory: Gibson model Nephilim focuses on the principal firepower launcher and a modular mount on the right arm
Cost: of twin dual-tube SRM launchers mounted over the capable of housing a heavy machine gun. A Narc-
Battle Value 2.0: 70 (Standard) suit’s shoulders, while its handless right arm based variant has also been identified that
81 (Gauss) houses a modular weapon mount typically employs both a detachable, two-shot light Narc
82 (Seeker) devoted to a man-portable plasma rifle. This launcher and a support PPC with a semi-external
70 (Support) version is well suited for engaging enemy ground weapon mount, leaving enough weight free to add
74 (Capture Team) forces of all types, relying on their mimetics to a twin-tube rocket launcher for additional
79 (Narc) close in and deliver a powerful missile and plasma firepower.
BattleForce: barrage. The flexibility of all six basic
Optional Rules: The second, more distinctive Nephilim configurations identified to date has opened the
variant features two Blakist-made duplicates of the door to even more varied one-offs that have been
FedSuns’ Magshot Gauss rifle in shoulder mounts, observed in battles all across the Inner Sphere. As a
OVERVIEW backed up by a David light Gauss rifle in the suit’s result, many commanders expecting to face
Alongside its counterpart, the Shedu, the right arm. Though it lacks the damage potential of Nephilim battle armor often tell their troops only
Nephilim rounds out the Demon-series with its the standard model’s SRM volleys, this “Gauss that they can expect a combination of missile or
entry into the assault class. Debuting last in the Nephilim” weapons load offers more continuous rocket fire from suits that feature heavy mimetic
entire line, the Nephilim’s first recorded and accurate firepower, especially in the hands of armor. As these suits are invariably too tough for
appearance was noted in the fighting on Gibson in the elite Manei Domini warriors. most other battle armor to contend with quickly,
mid-3071. Even then, this battlesuit’s powerful The third version of the Nephilim was the medium-weight vehicles and ’Mechs are often
build, thick mimetic armor, and range of most curious of the original Nephilim variants. seen as the most effective way to counter these
configurations quickly identified it as perhaps the Dubbed the “Seeker” configuration, this suit carries assault Demons in battle.
pinnacle of Precentor Vapula’s creations. Stealthy, a detachable three-tube SRM launcher with three Though it has a wide range of basic configurations,
mobile, and well armored, the Nephilim’s generous volleys, while a standard machine gun typically the Nephilim remains one of the most recently
use of either modular or detachable weapons resides in its right arm modular mount. In addition, introduced of the Demon battlesuits and thus has
emphasizes a flexibility many of the other Demons this variant packs an enhanced sensor package and one of the lowest apparent distribution rates of the
only appear to dabble in. Meanwhile, even the very a searchlight in a drum mount over the armor’s left entire series. As with the other Demons, Nephilims
name for this suit class—taken from Christian shoulder, which combine to enhance the trooper’s do not appear in the ranks of the regular Word of
legends of half-angels who lived amongst capabilities as a hunter/killer. Blake Militia forces or the Protectorate Militia, but
humanity—hints at their closer relation to the Additional Nephilim versions have even the Shadow Divisions lack widespread access
Celestial OmniMechs and likely the engineering emerged more recently, including a support to these suits. Indeed, recent intelligence sources
goals Vapula aimed for when developing the entire variant that carries two detachable four-tube have placed the largest significant concentrations
series. rocket launchers and a small laser. The advent of of these suits in the 44th, Forty-seventh, 49th, and
The Nephilim appeared in three distinct the detachable weapon pack (DWP) mount, which 52nd Divisions only.
configurations when this battlesuit first entered enables battlesuit designers to install heavier
service, all of which feature good overland weaponry in a semi-external fashion, also provided
capability (for an assault class design) and enough for further variants that temporarily sacrifice
mimetic armor to not only sneak up on an unwary mobility in favor of heavier firepower. The special

210
NOTABLE TROOPERS Equipment Slots Mass
(kg)
Right Arm: None 0
Zombie Adept Omega Joe “Crymo” Richmond: Once a veteran Armor: Mimetic 7 800
battle armor trooper who took part in the 3058 Word of Blake conquest of Terra, Armor Value: 16 + 1 (Trooper)
Adept Richmond was augmented by the Manei Domini after a freak accident in
3062 cost him both legs. Returned to duty nearly three years later with enhanced Weapons and Equipment Location Slots Mass
prosthetic replacements and apparent cross-training as a MechWarrior, Richmond (Capacity) (kg)
has become a master in stealth and reconnaissance for his new unit, the Forty- Standard
seventh Shadow Division. Though he has been observed in command of a Modular Weapon Mount RA 1 10
lightweight and ultrafast Locust-6M, this warrior clearly favors the up-close and M-P Plasma Rifle RA 2 300
personal combat style of battle armor over BattleMechs. Particularly fond of the 2 SRM 2 (OS) Body 4 150
Seeker-configuration Nephilim suit, Adept Richmond commanded a battle armor Gauss
squad on Galatea alongside that of the Ghost Adept Berit Smitty (the so-called David Light Gauss Rifle RA 1 100
“Bionic Witch of Galaport”) and may have been responsible for the deaths of 2 Magshot Gauss Rifles Body 6 350
approximately six hundred mercenary warriors, support personnel, and civilians, Seeker
resulting in a bounty on his head worth 100,000 C-bills (just like Smitty). Modular Weapon Mount RA 1 10
Since that time, Richmond’s activities with the Fortyseventh have Machine Gun RA 1 100
claimed at least a company’s worth of ’Mechs and vehicles in various raids Detachable SRM 3 (3 shots) Body 3 280
launched by the Word. Improved Sensors Body 1 65
Searchlight Body 1 5
Type: Nephilim (Demon) Support
Technology Base: Inner Sphere Small Laser RA 1 200
Equipment Rating: 2 Detachable Rocket Launcher 4 Body 6 220
Chassis Type: Humanoid Capture Team
Weight Class: Assault Modular Weapon Mount RA 1 10
Maximum Weight: 2,000 kg Heavy Machine Gun RA 1 150
Swarm/Leg Attack/Mechanized/AP: No/No/No/No LRM 2 (OS) Body 3 80
Notes: Capture Team and Narc Nephilims may only move at 1 Ground MP while ‘Mech Taser (Detachable Weapon Pack) Body 1 225
carrying any Detachable Weapon Pack weapons. Narc
Support PPC (Detachable Weapon Pack) RA 1 195
Equipment Slots Mass Detachable Compact Narc (2 shots) Body 2 180
(kg) Rocket Launcher 2 Body 2 50
Chassis: 550
Motive System:
Ground MP: 2 160
Jump MP: 0 0
Manipulators:
Left Arm: Heavy Battle Claw 20

211
RAVAGER
Mass: 2,000 kg Horatius. When Julius evicted the Word from his to function even if it sustains damage, simply
Manufacturer: Marian Arms Inc. nation, he also saw the possibility of a dedicated rotating an undamaged barrel into place.
Primary Factory: Horatius Marian Hegemony battle armor factory go with Intelligence suggests Dr. Rau is trying to perfect
Cost: them. The partially built lines would lay dormant rotary-fire weapon, but so far that has met with no
Battle Value 2.0: 68 through the rest of the Jihad, a contrasting success. Two rockets offer a squad of suits a
BattleForce: reminder of benefits the tiny nation might have secondary attack that allows it to threaten even
Optional Rules: enjoyed had they continued their alliance with the heavy armor and ’Mechs, but overall the firepower
Word. It would take an outsider to bring that vision (or lack thereof) of the Ravager is considered its
into a Marian reality. greatest weakness.
OVERVIEW Doctor Dafyyd Rou fled the Word and his It is that trade off – armor for firepower – that has
In the two short years since its former employers at Irian, and found his way into led to its rapid growth from initial production runs
introduction the Ravager has quickly become one Marian space and to the attention of Cassius in 3084 to the most-demanded suit on the open
of the most popular battle armor suits among O’Reilly. Provided a staff of the best Marian markets. The Marian government is selling the suit
mercenaries and smaller states, especially technicians and a budget that threatened to to any interested parties, using the profits from the
independent states in the former Free Worlds beggar the struggling nation, Dr. Rou was tasked sales to pour back into the Ravager factory and
League. The popularity itself is not surprising, to complete the battle armor facility and build a R&D to further improve the suit.
given the brutal simplicity of the Ravager. Where new suit that would “capture the attention and
the suit is manufactured and its wide distribution is pocket books of the whole Sphere.”
what is most notable. The Ravager will not win any awards for
In the wake of Terra’s liberation many beauty or innovation. The suit is bulky, using
nations profited from the Word of Blake’s modified BattleMech armor to provide the
technologies and the massive industrialization of impressive protection, but at the costs of flexibility
worlds under their control. The Republic benefited and some would argue the style of modern battle
heavily from this, allowing it to quickly build up the armor. Despite what many would describe as the
RAF and restore many former Protectorate worlds’ ugliest suit since the FedSuns’ original Infiltrator
basic infrastructures. The Ravager is a stark (mockingly called the Waddle), the Ravager has
reminder that the Word’s influence reached well garnered a certain measure of affection from its
beyond the former Protectorate. While the most operators. The Marian assault suit is equipped with
well-known Word centers such as Gibson and nearly a metric ton of armor, something no other
Circinus were utterly destroyed, there are still Inner Sphere suit offers. Able to survive anything
dozens of other worlds and governments that short of the heaviest autocannons, Ravager pilots
were touched by the Word’s Jihad-era power. Such are willing to overlook the lack of visual niceties. A
was the case with the Marian Hegemony, leading ground speed of more than twenty kilometers an
to their ability to field the Ravager assault suit. hour is surprising, given the heavy armor load, but
The background of the Ravager proves gives the Ravager an additional edge over heavier
something of a testament to Julius O’Reilly. During armed suits such as the Kanazuchi or Warg.
the brief period of the Word’s Marian ascendancy The multi-barrel recoilless rifle offers the
under Julius’ father, the Blakists had begun a primary firepower for the suit. The redundancy of
program to upgrade the Marian Arms facilities on the multi-barrel system allows the rifle to continue

212
Type: Ravager
Technology Base: Inner Sphere
Equipment Rating:
Chassis Type: Biped
Weight Class: Assault
Maximum Weight: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: None.

Equipment Slots Mass


(kg)
Chassis: 550
Motive System:
Ground MP: 2 160
Jump MP: 0 0
Manipulators:
Left Arm: Battle Claw 15
Right Arm: None 0
Armor: Standard 0 900
Armor Value: 18 + 1 (Trooper)

Weapons and Equipment Location Slots Mass


(Capacity) (kg)
Heavy Recoilless Rifle (20) RA 3 325
2 Rocket Launcher 1 Body 4 50

213
SHEDU ASSAULT BATTLE ARMOR
Mass: 2,000 kg drives the Demons in the same manner as their mounted heavy machine gun for close-in work.
Manufacturer: Gibson Federated BattleMechs Celestial counterparts—these battlesuits are Slow when operating at a full load, this variant is
Primary Factory: Gibson designed to operate in groups. better suited to defensive operations than an
Cost: Upon its debut, the Shedu appeared in attack role, but as with all suits equipped with DWP
Battle Value 2.0: 72 (Standard) three primary variations focused on mission- weapons, this mobility handicap can be easily
69 (Support) specific goals. The standard “main battle” model, overcome.
64 (Recon) like most Demons, carries a weapons array well A more radical use of the DWP appears in
72 (PPC) suited to both infantry and vehicular targets. Twin the so-called “capture team” variant. Designed
81 (Capture Team) heavy machine guns, protruding from the suit’s specifically to disable enemy ’Mechs, this variant
BattleForce: head like horns, pack a devastating punch against features two DWP-mounted ’Mech tasers. Given
Optional Rules: most conventional infantry, while a turreted the high risk of taser feedback even under ideal
recoilless rifle follows up with armor-defeating conditions, this design choice would seem to be a
blasts. risky proposition in battle, but a fully staffed (and
OVERVIEW In the support Shedu variant, two single- very fortunate) Shedu capture team may well
Arguably the most radical and volley SRM-3 packs provide a greater volume of manage to disable or disrupt up to a dozen enemy
experimental departure from the rest of the anti-’Mech fire than the standard Shedu, with units single-handedly with such an arrangement.
Demon battle armor series, the Shedu assault support from a pair of small lasers to boot. This Even so, the addition of a Magshot Gauss rifle in a
armor is the only four-legged design in the lot. powerful but single-shot volley may deliver modular turret mount adds a little extra damage
Named for bull-human hybrid demons of ancient enough damage to endanger almost any light potential to this variant, allowing these suits to
mythologies, this battle armor, with its animalistic ’Mech or even eradicate entire squads of other contribute even after all taser lines have been
appearance and “folded wing” armor plates, battle-armored troops. expended.
conjures the same otherworldly imagery The most unusual of the original Shedu Thanks to the Shedu’s unusual design and
established by the rest of Precentor Vapula’s models, however was the recon model. Equipped the fact that it was one of the last of the Demons to
designs. with an electronic camouflage system, a light ECM enter service, this battle armor is a fairly rare sight
As experimental as the Shedu looks, its suite, and even improved sensors, this quad compared to its fellow Demons. Still, it is more
quadruped engineering offers excellent ground becomes a demonic bloodhound, sniffing out widely deployed among the Word of Blake’s elite
speed for an assault-class battlesuit—undoubtedly enemy forces while remaining effectively invisible Shadow Divisions than its Nephilim companion
the primary reason Vapula chose such an approach and almost impossible to hit. Once a squad of design. Like the other Demons, of course, the
when devising the slower Nephilim’s companion. these Shedu variants finds its prey, a light mortar Shedu remains firmly in the hands of the Manei
However, rather than give in to the temptation to weapon on the battlesuits’ backs can deliver a Domini and has yet to appear in the colors of even
emphasize speed over armor and weapons (as the concentrated indirect attack powerful enough to the most prestigious and trustworthy Word of
designers responsible for the Fenrir and Rottweiler scatter a conventional infantry platoon or crumple Blake Militia commands.
had done), Vapula and his engineers ensured that a light structure.
the Shedu carried enough armor to withstand hits More recent developments—such as the
Blakists’ new detachable weapon pack (DWP) NOTABLE TROOPERS
from some of the heaviest weapons in common
use before establishing the suit’s motive systems. system—have prompted the emergence of Poltergeist Adept Tau Jack “Lucky”
This decision left the Shedu with far less weight and another wave of stock Shedu variants, such as the Kingslay: A loyal follower of the Word of Blake
space for weapons than the Lyran Fenrir, but this PPC variant that carries twin support PPCs on a since the 3052 Schism that spawned it, Kingslay
effect is easily offset by the tactical doctrine that modular turret, backed up by a semi-external DWP- was a devoted Toyama sect MechWarrior who was

214
severely wounded when his Archer was destroyed in an ammunition explosion Weapons and Equipment Location Slots Mass
during the Word’s second Outreach assault in 3067. After intense retraining as a (Capacity) (kg)
battle armor trooper and rehabilitation that included cybernetic replacements, Standard
Kingslay was adopted by the Manei Domini and eventually transferred to the Modular Turret Mount Body 1 (3) 60
Forty-third Shadow Division (Haborym’s Legion) after the unit’s mauling over Arc- Heavy Recoilless Rifle Body 3 325
Royal in 3072. Assigned to a Shedu battlesuit during the Forty-third’s covert 2 Heavy Machine Guns Body 2 300
mission on Radstadt, Kingslay fought alongside his fellow Manei Domini when Support
the Ghost Bears came to destroy the serpent in their midst. At the peak of the 2 SRM 3 (OS) Body 4 250
battle, Kingslay used his capture-team Shedu to disable a Ghost Bear Ursus and— 2 Small Lasers Body 2 400
despite suffering serious burns from his taser’s feedback—managed to doff his Recon
armor and take control of the Clan ’Mech. Using the captured Ursus to rally his Light Mortar Body 2 300
fellow squad mates, Kingslay managed to account for two more Ghost Bear kills Camo System Body 2 200
while covering his squad’s retreat before falling back himself. Since Kingslay was ECM Suite Body 1 100
unaccounted for after the Forty-third’s rout, it is unclear if he survived the battle Improved Sensors Body 1 65
for Radstadt or succumbed to his injuries. PPC
Modular Turret Mount Body 1 (4) 70
2 Support PPC Body 4 500
Type: Shedu (Demon) Heavy Machine Gun (Detachable Weapon Body 1 115
Technology Base: Inner Sphere Pack)
Equipment Rating: Capture Team
Chassis Type: Quad Modular Turret Mount Body 1 (3) 60
Weight Class: Assault Magshot Gauss Rifle Body 3 175
Maximum Weight: 2,000 kg 2 ‘Mech Tasers (Detachable Weapon Pack) Body 2 450
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
Notes: PPC and Capture Team Shedus may only move at 1 Ground MP while
carrying any Detachable Weapon Pack weapons.

Equipment Slots Mass


(kg)
Chassis: 550
Motive System:
Ground MP: 3 160
Jump MP: NA 0
Manipulators:
Left Arm: NA 0
Right Arm: NA 0
Armor: Advanced 5 600
Armor Value: 15 + 1 (Trooper)

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217
ERINYES
Mass: 2 tons With much of the enemy force fielding a ambushes by the Falcon’s Eleventh PGC. With
Chassis: Teslan Perricote large number of light ProtoMechs, including a several of the Eleventh’s Trinaries having been
Power Plant: Fireball 12 newly upgraded version of the Erinyes, it became transferred to Beta and Gamma Galaxies and
Cruising Speed: 43 kph obvious to Loki agents that the Falcons were in replaced with several Trinaries of ProtoMechs,
Maximum Speed: 65 kph major confusion over who and what had hit them. mostly Erinyes, the Falcons used the heavy woods
Jump Jets: 4 MicroTan Streaks Popular conjecture from Clan experts have the and canyons to stage multiple ambushes as the
Jump Capacity: 120 meters ProtoMechs coming from the Dark Caste. Hellions attempted to secure the planet after
Armor: PermaPlate Standard Regardless, the Clan is tight-lipped regarding their breaking zellbrigen in the first week of combat.
Armament: enemy’s attacks across the Occupation Zone With restrictions off, Star Colonel Vikkers Helmar
1 SRM-1 Launcher between 3072 and 3074. used the planet’s restrictive terrain to his
Manufacturer: CJF Factory Zone 5 advantage.
Primary Factory: Erewhon Working in formations of at least a Star in
CAPABILITIES size, the Erinyes navigated the heavy woodlands
Communications System: PMT-429
Originally built along the lines of the around the Hellion’s command post and sniped
Targeting and Tracking System: Ribaldi 402 TTS Jaguars’ Harpy, the Erinyes is barely more than a enemy patrols as they returned from extended
Cost: slightly upgraded and heavier version of a basic shifts. The Erinyes were very effective as they
Battle Value 2.0: 67 Clan battlesuit. The torso mounts a single SRM concentrated their fire on one target, often
BattleForce: tube with a small ammo bay that can only hold five crippling it within a few salvos. Fading back into
Optional Rules: rounds. Woefully underarmed for any type of the underbrush, the ProtoMechs would make a
combat save guard duty and riot control, it is easy clean escape using paths that were too restricting
OVERVIEW to see why the Clan discontinued the program. to the Hellion BattleMechs.
Favoring quickstriking units that carry a heavier
One of the first ProtoMechs designed by
punch, the Erinyes is a design that does not fit the
Clan Jade Falcon after obtaining access from the VARIANTS
Clan’s approach to warfare.
deceased Smoke Jaguars’ scientific records, the
After the project was initially shelved in
Erinyes was deemed a lackluster effort by the Khan.
3064, a newer variant was circulated through those
More a proof-of-concept design by the Falcons, it DEPLOYMENT ProtoMechs still in service. Pilots were given the
failed miserably in test raids against the Lyran After the failure of the original program, option of using the original design or a newer one
Alliance; a very unimpressed Khan Marthe Pryde the bulk of the Erinyes built were redistributed to that sported a slightly heavier engine with a
terminated the program in 3064. several Periphery border worlds, along with their marginal increase in speed. The armor was lighter,
Or so many believed. pilots. The reshuffling that resulted—with many however, and sported a small extended microlaser
Despite the program being shut down, units being pulled to the Lyran border shortly after that did little damage to anything larger than an
dark and unconfirmed rumors swirled in the the second Incursion—saw many of the Falcon armored infantryman.
Periphery that the Scientist Caste continued to coreward worlds guarded with solahma and During the recent troubles that hit the
maintain the project at some secret location; most ProtoMech forces. This left the Falcons ill-prepared Falcons from within, another new variant of Erinyes
likely to improve upon the project for the Clan. for Clan Ice Hellion’s whirlwind assault along the was detected. Falcon Watch reports intercepted by
After the devastating attacks on Falcon’s Periphery border. Loki show the design sporting the larger engine
Somerset and Winfield in the middle of 3072 by an In the initial assault on Bone Norman, the but mounting more leg armor and a light machine
unknown attacker, the truth of the matter become Hellion’s 200th Attack Cluster was nearly wiped gun in the torso. The additional armor kept the
even more clouded. out, thanks to the creative tactics and frequent

218
Erinyes functional in the destructive city fighting on Type: Erinyes
Sudeten, Blackjack, and Somerset. Technology Base: Clan ProtoMech
Tonnage: 2
NOTABLE PILOTS Equipment Mass
Star Captain Kandari Falcon: One of (kg)
the Star Captains in charge of the harassment Internal Structure: 200
operations against the Hellions on Bone Norman, Engine: 12 300
Kandari commanded the Star that nearly took Walking MPs: 4
down Ice Hellion saKhan Conner Rood’s Kit Fox. Running MPs: 6
Emptying every missile they had into the saKhan, Jumping MPs: 4
the Star converged on the ’Mech and engaged it in Heat Sinks: 0 0
hand-to-hand combat. The ProtoMechs failed only Cockpit: 500
due to the saKhan’s unfortunate ammunition Armor Factor: 10 500
explosion, which killed the last two of Kandari’s Internal Armor
Starmates and blew the Star Captain clear from the Structure Value
Khan’s crippled ’Mech. The Kit Fox managed to Head 1 2
escape before the Falcon ProtoMech could reorient Torso 2 4
himself to finish the fight. Main Gun - -
L/R Arm 1/1 1/1
Legs 2 2

Weapons and Location Mass


Ammo (kg)
SRM 1 T 250
Ammo (SRM) 5 T 50

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HARPY
Mass: 2 tons Type: Harpy
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 10 Tonnage: 2
Cruising Speed: 32 kph Mass
Maximum Speed: 54 kph Equipment (kg)
Jump Jets: 3 Internal Structure: 200
Jump Capacity: 90 meters Engine: 10 250
Armor: Standard Walking MPs: 3
Armament: Running MPs: 5
1 Machine Gun Jumping MPs: 3 150
Manufacturer: Unknown Heat Sinks: 0 0
Primary Factory: Cockpit: 0
Communications System: Unknown Armor Factor: 11 550
Targeting and Tracking System: Unknown Internal Armor
Cost: Structure Value
Battle Value 2.0: 56 Head 1 2
BattleForce: Torso 2 4
Optional Rules: Main Gun - -
L/R Arm 1/1 1/1
Legs 2 3
OVERVIEW
The first attempt to build a ProtoMech, the Harpy Weapons and Location Mass
proved a disappointment. Barely larger than a Ammo (kg)
standard battle armor suit, the Harpy shares many Machine Gun T 250
characteristics with its smaller cousin. In standard Ammo (MG) 20 T 100
battlefield exercises, the Harpy generally fared
poorly compared to armored Elementals. However,
this ProtoMech is more than adequate for anti-
infantry operations, where its light armor gives it
sufficient protection and its larger size compared
to battle armor offers a signifi cant psychological
advantage.

220
221
CECEROPS
Mass: 3 tons only logical reason why the Clan is able to field production facilities by Clan Cloud Cobra.
Chassis: York Raptoris such large numbers of them effectively. Fortunately, the Spirits managed to convert one of
Power Plant: 45 Type CX Fusion the defunct facilities left on Albion by the Ravens
Cruising Speed: 97 kph and have begun producing as many of the design
Maximum Speed: 151 kph
CAPABILITIES as possible. Even so, no other Clan is known to use
Jump Jets: None The defining characteristic of the the Cecerops aside from the few Clusters remaining
Cecerops, aside from its snakelike visage, is speed. in Raven hands.
Jump Capacity: None
Only a couple of ProtoMech designs can equal or However, this information appears to
Armor: BloodWeave Prosis
exceed the Cecerops’ tremendous land speed, and contradict rumored sightings of Cecerops among
Armament:
it can easily keep pace with most light BattleMechs several small raiding forces that hit the Falcon and
1 ER Micro Laser
and hovercraft forces. Even when standing still, the Horse Occupation Zones in late 3073. These
Manufacturer: Clan Blood Spirit Reserve
Cecerops looks as if it is in motion; the forward designs seemed modified from the original version
Industriplex-2
thrusting head and cowl are aerodynamically built by the Spirits. These gray-painted forces were
Primary Factory: York
engineered to reduce drag and give it the responsible for the surprise attacks on several
Communications System: Tabitha-II Howler
appearance of constant movement. warrior barracks and arming facilities across both
Targeting and Tracking System: CEC-PM 7 Utilizing an ER micro laser avoids Clans’ zones. If the Falcons and Horses have
Cost: ammunition dependency, allowing Cecerops Stars knowledge of their attackers, they have not
Battle Value 2.0: 86 to function for long periods in the field; the self- revealed it to the Inner Sphere.
BattleForce: sufficiency of the design makes it a favorite of
Optional Rules: many Cluster commanders. When operating in
packs, the overwhelming and constant barrage of VARIANTS
OVERVIEW laser fire can intimidate most medium ’Mech pilots The Blood Spirits utilize a few variants,
and bring down light ’Mechs with proper tactics. developed during their constant clashes with the
Fully designed by Clan Blood Spirit using
Most Cecerops pilots are highly experienced by the Adders on Arcadia and Albion. The first and most
resources “donated” by the Snow Ravens, the
time they make it to such an honored weapon widely used variant reduces the power plant size
Cecerops is the first second-generation ProtoMech
system; the chaotic swirl of a Cecerops pack can be by a hair, allowing enough room in the torso to
developed in the Clan Homeworlds. Bearing a
hypnotic and deadly to a sensor-overloaded ’Mech mount an ammunition-efficient Streak SRM-1
striking resemblance to the sphinxraptor found on
pilot. The similarity to the sphinx-raptor’s hunting launcher. Another variant reduces engine size,
a few Clan worlds, the snakelike Cecerops is quite
style is a deliberate choice and one that seems to slowing it even more, in order to mount a heavier
comparable to that deadly hunter with its speed
be highly effective for the Clan. SRM-2 launcher, along with a slight armor upgrade.
and agility. Among the Blood Spirit ProtoMech
This design is not favored by many Cecerops pilots,
forces, being a pilot of a Cecerops is considered an
as the cockpit is completely restructured in order
extremely high honor. DEPLOYMENT to fit the bigger missile launcher, making it
With BattleMechs becoming a major The Cecerops is found predominately exceedingly cramped even by ProtoMech
casualty in the continuing war for York between among Clan Blood Spirit forces. Several shipments standards. Pilots with the McFadden blood lineage
the Spirits and Adders, ProtoMechs have practically of the ProtoMech went to the Snow Ravens tend to gravitate to this version, however, as their
usurped most of the Clan’s Touman as a necessary initially, though that agreement ended in 3071 smaller body type seems more comfortable in the
weapon of choice. Rumors of failed MechWarrior with the Ravens’ abrupt departure from Clanspace. compacted space.
sibkos attempting to adapt to the Spirit’s None have been shipped off York since 3072, The last known recorded variant is one
ProtoMech program abound, as it seems to be the partially due to the destruction of one of the reportedly seen with the mysterious attackers that

222
have burned several Clan economic centers in the Type: Cecerops
Falcon and Horse zones. It has a speed equivalent Technology Base: Clan
to the Streak version but mounts an energy- Tonnage: 3
efficient micro pulse laser. This version is easier to
put down, however, as it seems to mount less Equipment Mass
armor in the head and legs. Indeed, the visual (kg)
aspect of the head seems to support this analysis, Internal Structure: 300
as the raptor-like skull has more of a decidedly Engine: 45 1000
skeletal visage. Walking MPs: 9
Running MPs: 14
Jumping MPs: 0
NOTABLE PILOTS Heat Sinks: 1 250
Star Commander Iris McFadden: One Cockpit: 500
of the few successful ProtoMech phenotype Armor Factor: 14 700
warriors produced by the Blood Spirits, Iris Internal Armor
McFadden has proved her worth to the Clan in Structure Value
spades. She was instrumental in protecting Facility Head 1 3
402 from a massive Adder assault in 3070, rallying Torso 3 5
her Trinary of Cecerops and Chrysaors to savage and Main Gun - -
decimate an Adder Nova led by Galaxy L/R Arm 1/1 1/1
Commander Valerie Talasko. Legs 2 4

Weapons and Location Mass


Ammo (kg)
ER Micro Laser T 250

223
SIREN
Mass: 3 tons Type: Siren
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 45 Tonnage: 3
Cruising Speed: 108 kph
Maximum Speed: 162 kph Equipment Mass
Jump Jets: None (kg)
Jump Capacity: None Internal Structure: 300
Armor: Standard Engine: 45 1000
Armament: Walking MPs: 10
2 Light Machine Guns Running MPs: 15
Manufacturer: Unknown Jumping MPs: 0
Primary Factory: Heat Sinks: 0 0
Communications System: Unknown Cockpit: 500
Targeting and Tracking System: Unknown Armor Factor: 12 600
Cost: Internal Armor
Battle Value 2.0: 86 Structure Value
BattleForce: Head 1 2
Optional Rules: Torso 3 5
Main Gun - -
L/R Arm 1/1 1/1
OVERVIEW Legs 2 3
The Siren was designed as an ultrafast scout. Its
large engine, accounting for a third of the Weapons and Location Mass
machine’s total mass, allowed space for only Ammo (kg)
minimal armor protection and a pair of light Light Machine Gun RA 250
machine guns. However, it performs admirably in Ammo (LMG) 10 RA 50
its intended role as a forward spotter and scout for Light Machine Gun LA 250
its Point. Ammo (LMG) 10 LA 50

224
225
ORC
Mass: 4 tons CAPABILITIES 2, its primary weapon lacks the ammo endurance
Chassis: ProtoMech Standard 4-O of the base model’s SRMs but can provide
The four-ton Orc is built for speed and
Power Plant: 36 Fusion longrange cover fire to beleaguered comrades.
maneuverability, with overland speeds comparable
Cruising Speed: 64 kph A more extreme variant on the Orc has
to many Clan medium ’Mechs. Its weapons load—a
Maximum Speed: 97 kph also been witnessed that carries a total of five SRM
quartet of single-tube SRM launchers spread across
Jump Jets: None tubes, with one in each arm and three in the torso,
the arms and torso—is ideal for anti-vehicle or
Jump Capacity: None each with three shots. To mount this kind of
anti-infantry work, areas the Horses themselves
Armor: ProtoMech Standard firepower, the Orc 3 sacrifices armor, making it
have sworn by for centuries.
Armament: easier to kill.
4 Single-Tube SRM Launchers The Orc 4, meanwhile, appears to be a
Manufacturer: Clan Hell’s Horses Industriplex DEPLOYMENT compromise between the Orc 2 and the Orc 3. With
Upsilon After their pre-invasion revitalization, the a three-tube SRM launcher in the main body, it also
Primary Factory: Niles Horses fielded entire ProtoMech Stars as special carries a machine gun in each arm, with just
Communications System: CH5-Baker Series attachments to every Cluster in their frontline enough ammunition for a minute of sustained fire.
Augmented forces, with some operating Binaries or even
Targeting and Tracking System: EI-Pattern J, Trinaries, spread out across the formation. Every NOTABLE PILOTS
Series 2.1 ProtoMech Star assigned to the Clan’s Alpha and
Cost: Beta Galaxies fielded as many as two Orcs. Warrior Elo: According to her codex, Elo (of
Battle Value 2.0: 182 Recent observations, however, have the Dudzinsky Bloodhouse) effectively failed her
BattleForce: shown a sharp decline in ProtoMech deployment Trial of Position as an aerospace pilot before she
across the Horses’ entire Touman, following a rash even climbed into her cockpit, but tested high
Optional Rules:
of raids by other, unidentified Clan forces in and enough in ground combat aptitudes to be selected
around their new Occupation Zone. Though details for the Horses’ ProtoMech program.
OVERVIEW are scarce, the mysterious invaders, fielding Demonstrating ”unHorselike” contempt for ground
After the Clans’ first failure to gain an ProtoMechs of their own, may represent other troops—particularly infantry and vehicles—Elo
Inner Sphere foothold and the rise of James Cobb Homeworld Clans eager to capitalize on the took an immediate shine to the newly developed
to the Khanship, Clan Hell’s Horses launched a Horses’ success and the chaos of the Jihad for their Orc ProtoMech and was among the first Horses to
revitalization program aimed at both recovering own ends. It is largely presumed that many of the insist on deploying with incendiary weapons loads
the Clan’s damaged morale and preparing its Horses’ own ProtoMechs fell victim to these during field trials.
Touman for an eventual return to the Occupation attackers, who have largely focused on lesser
Zones. ProtoMech technology, initially used by the objectives the Clan might commonly assign only a
Horses on a probationary basis after they few Points to garrison.
assimilated it from the fallen Smoke Jaguars, was
gradually introduced into the Clan’s combined
arms doctrine at this time. In 3066, after confirming VARIANTS
the value of many first generation ProtoMechs, the A long-range variant of the Orc, in which
Horses unveiled their first homegrown model, built all four SRM tubes are replaced with two LRM-2
with their own unique battle philosophies in mind. packs and a machine gun, entered production
sometime in the middle of 3067. Known as the Orc

226
Type: Orc
Technology Base: Clan ProtoMech
Tonnage: 4

Equipment Mass (kg)


Internal Structure: 400
Engine: 36 900
Walking MPs: 6
Running MPs: 9
Jumping MPs: 0
Heat Sinks: 0 0
Cockpit: 500
Armor Factor: 20 1000
Internal Armor
Structure Value
Head 1 4
Torso 4 7
Main Gun - -
L/R Arm 1/1 2/2
Legs 3 5

Weapons and Ammo Location Mass (kg)


SRM 1 RA 250
Ammo (SRM) 5 RA 50
SRM 1 LA 250
Ammo (SRM) 5 LA 50
SRM 1 T 250
SRM 1 T 250
Ammo (SRM) 10 T 100

227
SATYR
Mass: 4 tons Type: Satyr
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 45 Tonnage: 4
Cruising Speed: 76 kph
Maximum Speed: 119 kph Equipment Mass
Jump Jets: None (kg)
Jump Capacity: None Internal Structure: 400
Armor: Standard Engine: 45 1000
Armament: Walking MPs: 7
1 ER Small Laser Running MPs: 11
Manufacturer: Unknown Jumping MPs: 0
Primary Factory: Heat Sinks: 2 500
Communications System: Unknown Cockpit: 500
Targeting and Tracking System: Unknown Armor Factor: 12 600
Cost: Internal Armor
Battle Value 2.0: 133 Structure Value
BattleForce: Head 1 2
Optional Rules: Torso 4 5
Main Gun - -
L/R Arm 1/1 1/1
OVERVIEW Legs 3 3
The most recently developed ProtoMech, the Satyr
is a fast and agile unit with significant firepower for Weapons and Ammo Location Mass
so small a machine. In addition to its formidable (kg)
speed, the Satyr features an ER small laser and the ER Small Laser T 500
newly developed light active probe. With no need Light Active Probe T 500
to resupply ammo, the Satyr’s main mission is
deep-penetration reconnaissance.

228
229
SATYR-XP
Mass: 4 tons As such, the few Satyr ProtoMechs increased jump thrust. Though now reliant on
Chassis: Huntress SAT4 possessed by the Nova Cats—which made up the ammunition, the Satyr was better equipped to
Power Plant: 36 Fusion bulk of the Clan’s ProtoMech arsenal—were handle its new role in infantry and armor support.
Cruising Speed: 64 kph restricted to insertion and reconnaissance roles,
Maximum Speed: 97 kph often used in raids over the shared border with
Jump Jets: E4-Light Extended Clan Ghost Bear. Because the Clan Council did not DEPLOYMENT
see the program as a viable avenue of weaponry, Rare to begin with, the Satyr is not widely
Jump Capacity: 270 meters
ProtoMech pilots were volunteers only, usually deployed among Nova Cat forces. Severely
Armor: Proto-Standard S-4
those aerospace pilots deemed too old for active hampered by a lack of available aerospace
Armament:
duty or those injured in combat or training volunteers, the few Satyrs in the field are used
1 SRM 2 Launcher
exercises. mainly to provide heavy support for the Clan’s
Manufacturer: Irece Delta Refit Center
During the Jihad, the Nova Cats suffered battle armor Points. The largest complement of
Primary Factory: Irece
severe casualties in personnel and war material. Satyrs is located in Xi Galaxy, often found
Communications System: Proto-Type 4
With Luthien Armor Works in disarray, the Nova participating in various opposition force exercises
Targeting and Tracking System: SAT-PM 1 for the Galaxy. One Point of Satyrs tend to work
Cats lost a large portion of their resource and
Cost: with two Points of battle armor, usually Voids and
supply chain for much of the Clan’s war industry.
Battle Value 2.0: 114 Rabids, often ranging out in front of the armored
Reeling from the battlefield losses in fighting the
BattleForce: infantry to seek out the opposition. Once noted,
Word of Blake forces, the Nova Cats looked to
Optional Rules: Features the following Design the Satyrs then engage, using their mobility to
repurpose their few remaining ProtoMechs into a
Quirk: Difficult to Maintain slowly maneuver the battle to where its
more capable combat role.
Pointmates can stage an appropriate ambush or
OVERVIEW flanking assault. The tactics work well among
CAPABILITIES urban and mountainous battlefields, but tend to
When Clan Nova Cat found itself cast out
The few Satyrs that remained were pulled fall apart in more open terrain.
of the Homeworlds, it found its nascent ProtoMech
offline in the mid-3070s. Originally built for high While achieving some moderate success
program cut off at its proverbial knees. What few
speed and minimal mission maintenance, Nova Cat in a few raids across the Dominion border, the
production models existed straggled their way to
technicians were tasked to remake the Satyr into a Satyrs are faced with the inevitable attrition of
the Nova Cats’ new home in the Draconis
close-combat unit capable of augmenting the pilots. The Clan has found maintaining even the
Combine’s Irece Prefecture. Combat loss and time
Clan’s dwindling battle armor forces. By utilizing few ProtoMech suits it has an expensive
whittled down the surviving ProtoMechs that to
some experimental jump jets provided—at great proposition, even when using crippled or
barely a Trinary.
cost—by the Diamond Sharks and incorporating disfigured aerospace warriors in a form of second
While the Nova Cats had the capability to
new design, the technicians found they needed to life. The Draconis Combine recently approached
revamp production on Irece to build new models,
redesign key visual elements of the Satyr. the Clan with offers of a scientific partnership to
Khan Santin West believed it a waste of the Clan’s
Because of the modifications and develop a new phenotype or, at the very least, a
resources. Because ProtoMech pilots came
additional weight required by the jump jets, the specialized warrior program to operate the suits.
exclusively from the aerospace Phenotype, and
original weapon loadout was no longer adequate. The offer is a blatant attempt by the Combine to
required major surgery to implant the necessary
The engine was downgraded to a slightly smaller suborn ProtoMech technology, though Clan
enhanced imaging tattoos, the Nova Cats were
model that allowed the inclusion of a cheaper scientists continue to insist that the exceptionally
loathe to strip their already-depleted aerospace
short-range missile rack; the slower speed was invasive EI surgery necessary would kill a normal
cadres to pilot these specialty ground units.
balanced by the additional mobility provided by Spheroid—or, at the least, drive him or her

230
completely insane. The Combine refuses to back Type: Satyr-XP
down, however, and it is possible some form of Technology Base: Clan
joint genetic program will develop between the Tonnage: 4
two in the near future.
Equipment Mass
(kg)
Internal Structure: 400
Engine: 36 900
Walking MPs: 6
Running MPs: 9
Jumping MPs: 9 900
Heat Sinks: 0 0
Cockpit: 500
Armor Factor: 12 600
Internal Armor
Structure Value
Head 1 2
Torso 4 5
Main Gun - -
L/R Arm 1/1 1/1
Legs 3 3

Weapons and Location Mass


Ammo (kg)
SRM 2 T 500
Ammo (SRM) 10 - 200

231
CENTAUR
Mass: 5 tons Type: Centaur
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 45 Tonnage: 5
Cruising Speed: 65 kph
Maximum Speed: 97 kph Equipment Mass
Jump Jets: None (kg)
Jump Capacity: None Internal Structure: 500
Armor: Standard Engine: 45 1000
Armament: Walking MPs: 6
1 Extended Range Micro Laser Running MPs: 9
1 SRM-2 Launcher Jumping MPs: 0
1 LRM-3 Launcher Heat Sinks: 1 250
Manufacturer: Unknown Cockpit: 500
Primary Factory: Armor Factor: 20 1000
Communications System: Unknown Internal Armor
Targeting and Tracking System: Unknown Structure Value
Cost: Head 1 3
Battle Value 2.0: 192 Torso 5 7
BattleForce: Main Gun 1 2
Optional Rules: L/R Arm 1/1 2/2
Legs 3 4

OVERVIEW Weapons and Location Mass


A fast and flexible ProtoMech, the Centaur is a Ammo (kg)
good all-purpose unit. Its weapons reach short, ER Micro Laser M 250
medium and long ranges, making it effective in SRM 2 T 500
many kinds of terrain from wilderness to city Ammo (SRM) 10 T 200
streets. However, its relatively light armor and LRM 3 T 600
reliance on ammunition prevent it from becoming Ammo (LRM) 8 T 200
a mainstay unit.

232
233
PROCYON
Mass: 5 tons configuration. Built as a support unit for heavier NOTABLE PILOTS
Chassis: ProtoMech Standard C5P BattleMech and Elemental formations, the Procyon
Power Plant: 45 Fusion combined good mobility with an energy weapon Point Commander Kreig: Unlike many
Cruising Speed: 64 kph payload for maximum field endurance. ProtoMech warriors, Kreig did not come into the
Maximum Speed: 97 kph program from failure as an aerospace fighter pilot,
Jump Jets: None as he had not even graduated from his warrior
Jump Capacity: None
DEPLOYMENT training when he joined the ranks of ProtoMech
ProtoMech Stars in the Coyotes’ Alpha pilots. All of one year away from his final Trial of
Armor: ProtoMech Standard
and Epsilon Galaxies fielded brand-new Procyons in Position, Kreig’s sibko was suddenly reassigned to
Armament:
Point-sized formations within a year of this unit’s the Coyote ProtoMech program in an effort to turn
2 Extended Range Small Lasers
introduction. Additional samples appeared in the out as many such forces as possible when the
Manufacturer: Clan Coyote Beta Plant 3F
Hell’s Horses Touman by 3066, suggesting that the technology matured. As a result, Kreig—a
Primary Factory: Tamaron
two Clans colluded on the design at some stage. ProtoMech Point Commander as of roughly three
Communications System: Build 2083 Micro
Recent data suggests, however, that the Coyotes years ago—was as adept at aerospace tactics and
Targeting and Tracking System: Proto-Enhanced, experienced a surge in ProtoMech development— operations as he proved to be at ground warfare.
Model 4 including the appearance of newer Procyon As evidenced by a Trial fought shortly before the
Cost: variants—but little evidence exists to confirm how virtual blackout of all contact in the Clan
Battle Value 2.0: 186 or why this may have occurred. homeworlds, Kreig demonstrated his ristar nature
BattleForce: by defeating a Snow Raven ’Mech and two Points
Optional Rules: of Elementals in an combined-arms Trial against his
VARIANTS five ProtoMechs (including his own Procyon 4) and
The Procyon 2 variant swaps the small a pair of Donar VTOLs.
OVERVIEW lasers and heat sinks for the range of twin, torso-
After Clan Smoke Jaguar’s fall, the mounted LRM-4 packs and an additional 200
Coyotes were among the first to stage Trials on kilograms of armor. However, this Procyon variant Warrior Samantha: One would not realize
Huntress for ProtoMech technology, and they is hampered by a short ammo supply and a lack of it at first glance, but Warrior Samantha of Clan
immediately launched several development backup weapons. Coyote is, in the words of other members of her
projects to explore and implement the new Three more variants have also been Procyon point, almost as much machine as her
battlefield concept. The first fruits of this effort, the confirmed as of this writing as well. The Procyon 3 Procyon. Samantha had a lukewarm career as a
five ton Procyon, entered full-scale production after takes the base model, drops the left arm laser, and MechWarrior when the Coyotes acquired
three years of testing. trades the other one for a heavy small laser instead. ProtoMech technology. She leapt at the
The remaining tonnage is devoted to a three-tube opportunity offered by the nascent Coyote
LRM with six volleys. Meanwhile, the Procyon 4 ProtoMech program. Her survival of the
CAPABILITIES intervening years has provided the Coyote
takes the same chassis but swaps its weaponry for
Originally devised as a quadruped design Scientist Caste with endless data and no few genes
a Streak-3 launcher in its torso and a machine gun
(in the Coyotes’ efforts to reclaim their former glory for a ProtoMech Pilot Phenotype. That she also
in its right arm. The Procyon 5—the only one to
as the “innovator Clan”), practical limitations with survived the intervening years of equipment
employ jump jets—retains an arm-mounted ER
both the technology and the pilots themselves failures, misuse after misuse of ProtoMechs in
small laser and backs it up with a five-shot torso-
quickly forced Coyote engineers to re-envision combat by her commanders, and the normal
mounted SRM twin-pack.
their debut machine with a humanoid hazards of combat is remarkable, particularly

234
considering how many times she was injured. Type: Procyon
Samantha has accepted some reconstructive Technology Base: Clan ProtoMech
surgery to eliminate the worst scarring, but her Tonnage: 5
impatience to get back to fighting—driven,
perhaps, by the desire to avoid crèche duty or Equipment Mass
solahma status—has given Clan Coyote medical (kg)
Scientists and Technicians opportunity to push the Internal Structure: 500
limits of their knowledge of prosthetics, limbs, Engine: 45 1000
organs, and senses. Walking MPs: 5
Warrior Samantha is not nearly as Running MPs: 8
mechanical as her comrades-in-arms joke. Rather, Jumping MPs: 0
she unpredictably shifts from friendly to raging, Heat Sinks: 4 1000
often to the detriment of morale in her point. Cockpit: 500
Whether this is due to psychological trauma from Armor Factor: 20 1000
repeated severe injuries or brain damage from Internal Armor
years of using the ProtoMech’s interface is Structure Value
uncertain. However, it is certain that both the Head 1 2
Coyote warrior and scientist castes allow Samantha Torso 5 8
to remain on active duty out of a calculating Main Gun - -
interest in seeing how long a ProtoMechwarrior L/R Arm 1/1 2/2
can remain functional. Legs 3 6

Weapons and Location Mass


Ammo (kg)
ER Small Laser RA 500
ER Small Laser LA 500

235
CHRYSAOR
Mass: 6 tons armor keep it protected from smaller weapons, shipment, a full Star of Chrysaors, being raided by
Chassis: MED-6 though most determined BattleMechs could unknown pirates suspected of operating out of
Power Plant: Stark 55 quickly kill the Chrysaor. At short range, the four ER Antallos. Where these will end up is an interesting
Cruising Speed: 64 kph micro lasers can add up to quite a potent strike. line of conjecture. Diamond Shark merchants have
Maximum Speed: 97 kph Combined arms units that have given up on also appeared bearing the Chrysaor, likely
Jump Jets: None zellbrigen will often use their larger units to purchased at rock-bottom prices following
Jump Capacity: None hammer the enemy and then let a Point of erroneous reports of a poor showing on Arcadia
Armor: PolyCarbide 90 Chrysaors use their score of lasers to find the holes prior to Andre’s trial. These have since trickled to
Armament: and finish them off, while the larger unit can move the Clans in the Inner Sphere, though the Diamond
4 ER Micro Lasers on to the next unit. Sharks have kept a point for themselves as a
Manufacturer: CBS Reserve Industriplex-2, CSR When the Blood Spirits attacked Arcadia demonstration unit.
Aeroyard Gargain seeking to restore their original conclave, Chrysaors With the Snow Raven fleet primarily
Primary Factory: York, Bearclaw were among the units deployed. Comprising an deployed to the Inner Sphere, other Clans have
Communications System: SqwakBox 67 entire Trinary in the 171st Crimson Guards under taken advantage of this to take territory from them.
Targeting and Tracking System: BloodEye 3.2 Suzanne Church, the machines were a great asset Clan Goliath Scorpion attempted to get a foothold
for the Clan. Church treated the Chrysaors as “super on Circe and engaged the Second Raven Garrison
Cost:
Elementals” rather than use them as ProtoMechs. Cluster. Anticipating weak resistance from their
Battle Value 2.0: 174
They were overkill when used against enemy ground forces, the Scorpions were initially pushed
BattleForce:
Elementals, and their mobility was wasted when back as the Chrysaors hit them unexpectedly hard.
Optional Rules:
used in tight areas with little clear ground. Church Scorpion defense found early success by using
blamed the Chrysaors when chastised for her delay battle armor to hold the ProtoMechs off. The
OVERVIEW in accomplishing her goals. With the Clan already missile fire of the Elementals outranged the
Clan Snow Raven and Blood Spirit split and slow to accept the concept of Ravens’ weaponry, and they moved out of cover to
worked together to get their ProtoMech lines ProtoMechs, it looked like the end for the Chrysaor. finish off the job. The Raven forces used their
running, starting with the Chrysaor. However the However, a Chrysaor pilot, Andre, challenged superior mobility, however, to encircle the
design turned out to be an engineering challenge, Church to a Trial of Grievance over her statements. Scorpions and tear into them with their lasers. Low
and it didn’t reach production until after the Since the challenge was issued in front of other on ammo and outmatched in firepower,
Cecerops had already hit the field. Its first Star Colonels and her troops, Church could not movement, and armor, the Scorpions made a
appearance was not a blazing success, either, hope to turn down the challenge and retain any costly retreat through the Raven forces. The Ravens
initially being blamed for the debacle on Arcadia. sense of honor. Despite fighting augmented, moved in for the kill, but a Griffin IIC from the 3rd
Since then its battlefield success has redeemed the Church fell to Andre’s clever use of tactics, and he Scorpion Seekers arrived unexpectedly to
design, though some warriors will likely never not only won the Trial but also displayed the ability decimate the Ravens.
accept a ProtoMech. of the Chrysaor at the same time.
VARIANTS
CAPABILITIES DEPLOYMENT A close-combat version of the Chrysaor
The Chrysaor is a solid design. With a top Both Blood Spirit and Snow Raven use was introduced that replaced the quad lasers with
speed of nearly 100 kph it can keep pace with most the design liberally in their ProtoMech units. The dual micro pulse lasers. The reduction of the power
’Mechs and ProtoMechs. Nearly a ton and a half of Ravens have been exporting some of them to their and heat dissipation systems allowed five jump jets
Inner Sphere operations recently. This led to a

236
to be added, giving the Chrysaor 2 much improved Type: Chrysaor
mobility. Technology Base: Clan ProtoMech
Tonnage: 6
NOTABLE PILOTS Equipment Mass
Star Commander Andre: Since being (kg)
promoted for his successes on Arcadia, Andre has Internal Structure: 600
risen quickly, aided by ProtoMech supporters in Engine: 55 1500
the Blood Spirits. He favors fighting slower, much Walking MPs: 6
heavier ’Mechs where he can use his Point’s Running MPs: 9
mobility to continually flank the heavier opponent. Jumping MPs: 0
If forced to deal with other ProtoMechs, he Heat Sinks: 4 1000
generally attacks smaller units, using his heavier Cockpit: 500
armor to his advantage. Armor Factor: 28 1400
Internal Armor
Structure Value
Head 2 3
Torso 6 10
Main Gun - -
L/R Arm 2/2 4/4
Legs 4 7

Weapons and Location Mass


Ammo (kg)
ER Micro Laser RA 250
ER Micro Laser LA 250
ER Micro Laser T 250
ER Micro Laser T 250

237
HYDRA
Mass: 6 tons Type: Hydra
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 36 Tonnage: 6
Cruising Speed: 43 kph
Maximum Speed: 65 kph Equipment Mass (kg)
Jump Jets: None Internal Structure: 600
Jump Capacity: None Engine: 36 900
Armor: Standard Walking MPs: 4
Armament: Running MPs: 6
1 Streak SRM-3 Launcher Jumping MPs: 0
1 Micro Pulse Laser Heat Sinks: 1 250
Manufacturer: Unknown Cockpit: 500
Primary Factory: Armor Factor: 29 1450
Communications System: Unknown Internal Armor
Targeting and Tracking System: Unknown Structure Value
Cost: Head 2 3
Battle Value 2.0: 209 Torso 6 10
BattleForce: Main Gun 1 3
Optional Rules: L/R Arm 2/2 3/3
Legs 4 7

OVERVIEW Weapons and Ammo Location Mass (kg)


The Hydra is designed as a medium assault unit. Its Streak SRM 3 M 1500
arsenal centers on a 3-tube Streak SRM launcher, Ammo (Streak) 10 M 300
giving it signifi cant hitting power with good Micro Pulse Laser T 500
range. A surprisingly powerful micro pulse laser
backs up the missile launcher. The Hydra’s only real
weaknesses are its moderate speed and lack of
jump jets.

238
239
PROCYON (QUAD)
Mass: 6 tons CAPABILITIES ProtoMechs in a quadruped fashion. The full
Chassis: ProtoMech PRC/Q-Mod picture became clearer a few months later.
Being bigger, faster and tougher and
Power Plant: 45 Fusion The Horses issued a Trial of Possession for
having more firepower mark the quad as
Cruising Speed: 64 kph a Star of Kodiaks, using the Procyon to much
completely superior to the original Procyon. Some
Maximum Speed: 97 kph success. The Procyons were able to tear into the
of the Procyon variants offer more range, but that is
Jump Jets: None Bear battle armor formations and avoid any sort of
a function of payload rather than capability. With
Jump Capacity: None massed reprisal. While the Bears lost the battle—
the quad chassis allowing twenty percent more
Armor: ProtoMech Standard P-6Q badly—they were able to gather enough data to
speed and half-again as much armor, the quad
Armament: get a clear picture of what the new Procyon was.
ProtoMech offers more options for the Horses. Able
2 Anti-Personnel Gauss Rifles Despite the mysteries and confusion
to keep up with lighter Orcs and many ’Mech units,
1 SRM 2 Launcher surrounding the design, it does answer one
it can survive a hit from a Gauss rifle. Perhaps the
Manufacturer: Csesztreg Industriplex Epsilon question: four years ago we received reports of the
most flexibility is given by the payload: dual short-
Primary Factory: Csesztreg Horses Trialing for a few Jade Falcon bondsmen, all
range missile tubes and a pair of AP Gauss rifles. It
Communications System: Build 2083 Micro former pilots of Lyran Fenrirs and Rottweilers. At the
can quickly savage infantry formations and a Point
Targeting and Tracking System: Proto-Enhanced, time, it was suspected that the Horses were
can cripple many vehicles with a single salvo. The
Model 4-M developing a quad battle armor, but no such battle
Procyon does lack a weapon with a big punch,
Cost: armor appeared. It seems more likely their
making it less than ideal for solo operations against
expertise was used to train ProtoMech pilots in
Battle Value 2.0: 205 larger armor and BattleMechs.
operating a quad.
BattleForce: The introduction of a quad ProtoMech
Optional Rules: Features the following Design has not been without problems. The cockpit is
Quirks: Hard to Pilot, Distracting larger than bipedal designs, which has been DEPLOYMENT
problematic for veteran ProtoMech pilots who are Data on the postings of the Procyon are far and few
used to a tighter fit. Technicians are not familiar between. Current speculation has it being used to
OVERVIEW with the configuration, leading to greater replace ProtoMechs amongst the best units. It is
Given the stability of the Xanthos downtime for the Procyon. Most important, also possible that second-tier units may receive
BattleMech and the speed of the Rottweiler manufacturers that have barely been able to meet them in lieu of replacement BattleMechs, with
battlesuit, it was only a matter of time before the product requirements for ProtoMech ’Mechs being assigned to the premiere units.
someone tried the quad chassis for a ProtoMech. components are struggling to deliver parts that are
The Hell’s Horses have applied Coyote innovation unique to the quad configuration.
to their Procyon. It is unknown how the Horses Another issue with the Procyon quad are
acquired the specifications for the quad chassis, the problems that the Horse’s opponents have
but they have begun initial production of the with the design. When first encountered by the
quadruped Procyon. The small number of select Ghost Bears, the Bears didn’t realize that it was a
forces being assigned this Procyon appears to be different design. They assumed it was a new
less for testing but an inability of the factories on configuration of the Procyon, with the pilots
Csesztreg to produce quality models at the rate the somehow moving them in quad fashion. When the
Horses need. data was acquired by Clan Snow Raven, their pilots
spent a few months attempting to operate bipedal

240
Type: Procyon (Quad)
Technology Base: Clan (Advanced)
Tonnage: 6

Equipment Mass (kg)


Internal Structure: 600
Engine: 45 1000
Walking MPs: 6
Running MPs: 9
Jumping MPs: 0
Heat Sinks: 0 0
Cockpit: 500
Armor Factor: 30 1500
Internal Armor
Structure Value
Head 2 4
Torso 6 12
Legs 8 14

Weapons and Ammo Location Mass (kg)


AP Gauss Rifle T 500
Ammo (AP Gauss) 16 - 400
AP Gauss Rifle T 500
Ammo (AP Gauss) 16 - 400
SRM 2 T 500
Ammo (SRM) 5 - 100

241
BASILISK
Mass: 7 tons primary weapons, taking full advantage of the their replace the big extended-range medium weapon,
Chassis: Standard missiles’ range to weaken opponents. while shortrange missiles and jump jets replace the
Power Plant: 45 Although seeming slow when compared primary version’s long-range missiles. With larger
Cruising Speed: 43 kph to a Light BattleMech, the Basilisk is still faster than ammunition larders than the long-range version,
Maximum Speed: 64 kph the standard Elemental battlesuit, despite its lack the Basilisk 2 is a brawler, often assigned to the
Jump Jets: None of jump jets. The pace of most Basilisk operations most aggressive ProtoMech pilots.
Jump Capacity: None is, in contrast to standard Clan battle doctrine, slow There are rumors of other Basilisk variants
Armor: Standard and steady, but the Basilisk’s heavy armor allows in use on the Tanite worlds, but no details of those
Armament: the ProtoMechs to survive this approach. ProtoMechs have reached us. Past practice would
1 Extended Range Medium Laser suggest removing the long-range missiles to
1 LRM 3 Launcher increase the Basilisk’s mobility, but there is a
DEPLOYMENT question of whether or not enough mass can be
Manufacturer: Complex H-6 CCC
Although slow to appear in the Cloud freed up without reducing the ProtoMech’s armor
Primary Factory: Homer
Cobra’s Touman, the Basilisk has lately become a beneath acceptable levels.
Communications System: Unknown
steady presence, even outside of Beta Galaxy. With
Targeting and Tracking System: Unknown the recent fighting in and around the Tanite
Cost: worlds, the Basilisk has seen steady use, making it NOTABLE PILOTS
Battle Value 2.0: 319 one of the most reliable ProtoMechs in the Cloud
BattleForce:
Point Commander Dannen: Dannen and
Cobras’ arsenal. Its successes have been noted by his Point have been at the forefront of the recent
Optional Rules: other Clans, most notably the Steel Vipers, who fighting on the worlds of the Tanis system, and
have challenged for several Points worth of their Basilisks show the scars of those actions.
OVERVIEW ProtoMechs. When facing a mixed Star of Protos and light
The last reports received from the Clan OmniMechs in a recent Trial, Dannen and his Point
Produced in response to the need for
Homeworlds indicate that the Cloud Cobras are sought out and challenged the Star Commander’s
more reliable and powerful ground forces, the
increasing production and deployment of the Fire Moth Prime. Although the MechWarrior held
Cloud Cobras intended the Basilisk to support
Basilisk and their other ProtoMechs. When taken them in contempt and used his ’Mech’s speed to
heavy armored infantry and ’Mechs. With firepower
together with other portents of increased violence keep his distance from them, he was forced to
to match some light BattleMechs and enough
in the Homeworlds, this raises questions of how close in order to make his disdain with the
armor to allow the slow-moving Proto to close with
Homeworld activity will affect Clans already ProtoMechs known with his ’Mech’s weapons.
its enemies, the Basilisk is a welcome addition to
engaged in the Inner Sphere. What he failed to realize was that the whole time
the Clan’s ground forces.
the Basilisk Point was harassing him with missile
VARIANTS fire at range, they were simply baiting him into the
CAPABILITIES range of their medium lasers. Once the battle was
A second version of the Basilisk, one more
Unusual for a Clan war machine, the joined, the Star Commander wasn’t able to get
suited to close-in fighting, is in common use
Basilisk’s trademark is sturdiness and reliability. clear before the ProtoMechs disabled the Fire
among Beta Galaxy. Although it was first tested
Almost two full tons of armor protect the pilot Moth’s legs.
among the warriors of Alpha Galaxy’s 149th Cobra
from attack, while a full-size, ’Mech scale extended-
Guards, the warriors of Beta Galaxy—who have
range medium laser allows it to inflict considerable
damage. Most Basilisk Points use their lasers as
embraced the Basilisk in all its forms—have Warrior Khaled: Pilot of the only Basilisk
adopted it more fully. A small and two micro lasers sighted in the Inner Sphere to date, Khaled is part

242
of a mixed Point of Protos operating as part of the Type: Basilisk
Diamond Shark’s Deep Periphery forces. Seen on Technology Base: Clan ProtoMech
Twycross in 3073, Khaled was part of a Trial Tonnage: 7
between the Crusader Wolves and the Diamond
Sharks for a shipment of OmniMechs from the Equipment Mass
Trellshire Heavy Industries factories on that world. (kg)
His Basilisk acted as the anchor for his Point, while Internal Structure: 700
the lighter and faster ProtoMechs harassed the Engine: 45 1000
Wolves. His Star lost the Trial, but not before his Walking MPs: 4
Point accounted for three OmniMech kills. Khaled Running MPs: 6
survived the loss, but the Diamond Sharks have not Jumping MPs: 0
yet been able to procure a replacement Basilisk for Heat Sinks: 5 1250
him. The merchant Clan has already promised him Cockpit: 500
one, however, and if anyone can deliver, it is the Armor Factor: 38 1900
Diamond Sharks. Internal Armor
Structure Value
Head 2 5
Torso 7 14
Main Gun 1 3
L/R Arm 2/2 4/4
Legs 4 8

Weapons and Location Mass


Ammo (kg)
ER Medium Laser T 1000
LRM 3 M 600
Ammo (LRM) 2 M 50

243
BASILISK (QUAD)
only with Mariko handling the required cognitive DEPLOYMENT
Jump Jets: None functions.
The Quad Basilisk was a major component of the
Jump Capacity: None The experiment proved conclusively that
ProtoMech forces deployed by the Society and
Armor: G2 EDP Armor the human brain could operate a ProtoQuad, and
featured prominently in their campaigns, including
Armament: work began toward creating a chemical
the sack of Foster. A key factor appears to be the
1 SRM 4 Launcher duplication of the experiment. The final product of
substantial extent to which the Society was able to
1 ProtoMech Quad Melee Weapon this Synaptic Project was the potent drug called
leech parts off of regular Basilisk production.
System Feralize. While still able to communicate on a lower
Manufacturer: Chiaroscuro Testing Site intelligence level, long-term Feralize recipients
Primary Factory: Ironhold behaved as if in a constant fit of drunken rage.
Communications System: PMT-429 Dosages were adjusted in order to retain tactical
Targeting and Tracking System: Ribaldi 402 TTS use. Feralize was a highly addictive concoction,
Cost: however, and those treated with even the smallest
Battle Value 2.0: 258 dosage often became highly addicted.
BattleForce: The first Quad ProtoMech created for the
Optional Rules: Society was adapted from the Basilisk ProtoMech
by Scientist Mariko and retained the exterior
resemblance. Its most prominent features include
OVERVIEW the periodic discharges of its EDP armor, and the
Previously, experimentation had proven application of the ProtoMech Quad melee weapon
to the Clans that quadruped ProtoMechs were a system: an elongated tail, clawed feet and a spiked
non-viable technology. Though mechanically head ridge.
feasible, none of the test pilots proved adept at
controlling a compact war machine that did not
match their own humanoid form. This was a logical
CAPABILITIES
consequence of the control mechanism used with Intended for close-quarters combat, the
ProtoMechs and Smoke Jaguar scientists Basilisk relied on a dorsal-mounted SRM 4 launcher
encountered no opposition from the warrior caste while closing with its enemy. Once closed, the
when they presented this conclusion. Basilisk used Frenzy attacks almost exclusively to
More recently, the Society revisited the inflict severe damage. This attack was particularly
concept, attacking the primary barrier to Quad effective against unarmored infantry, though in
ProtoMechs: the human brain. Scientist Mariko (a some cases, Quad Basilisks were able to severely
Cloud Cobra) used a discarded aerospace disrupt battle armor, ProtoMech and vehicle
phenotype warrior, surgically adjusting and formations with minimal support. It is speculated
removing brain function associated with higher that the Quad Basilisk would have been particularly
thinking. The result was a more “animalistic” effective against cybernetics-enhanced infantry
individual prone to using all four limbs for mobility such as the Word of Blake’s Manei Domini, but
similar to numerous mammalian primates. The there were no opportunities to test this theory.
specimen proved successful in controlling the
mobility of a Quad ProtoMech test bed, though

244
Type: Basikisk (Quad)
Technology Base: Clan (Advanced)
Tonnage: 7
Mass
Equipment (kg)
Internal Structure: 700
Engine: 45 1000
Walking MPs: 5
Running MPs: 8
Jumping MPs: 0 0
Heat Sinks: 0 0
Cockpit: 500
Armor Factor: 32 2400
Internal Armor
Structure Value
Head 2 5
Torso 7 14
Main Gun -- --
L/R Arm -- --
Legs 8 13

Weapons and Ammo Location Mass


(kg)
ProtoMech Quad Melee Weapons T 1000
SRM 4 T 1000
Ammo (SRM) 10 -- 400

245
ROC
Mass: 7 tons Type: Roc
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 60 Tonnage: 7
Cruising Speed: 54 kph
Maximum Speed: 86 kph Equipment Mass
Jump Jets: 5 (kg)
Jump Capacity: 150 meters Internal Structure: 700
Armor: Standard Engine: 60 1500
Armament: Walking MPs: 5
1 Extended Range Medium Laser Running MPs: 8
Manufacturer: Unknown Jumping MPs: 5 500
Primary Factory: Heat Sinks: 5 1250
Communications System: Unknown Cockpit: 500
Targeting and Tracking System: Unknown Armor Factor: 31 1550
Cost: Internal Armor
Battle Value 2.0: 336 Structure Value
BattleForce: Head 2 3
Optional Rules: Torso 7 10
Main Gun 1 3
L/R Arm 2/2 4/4
OVERVIEW Legs 4 7
The most successful ProtoMech design to date, the
Roc combines mobility, armor and firepower Weapons and Location Mass
effectively, and can be used in a variety of attack Ammo (kg)
and defense missions. Because of its ratio of ER Medium Laser M 1000
mobility to firepower, the Roc forms the backbone
of most ProtoMech units.

246
GORGON
Mass: 8 tons Type: Gorgon
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 50 Tonnage: 8
Cruising Speed: 43 kph
Maximum Speed: 65 kph Equipment Mass
Jump Jets: None (kg)
Jump Capacity: None Internal Structure: 800
Armor: Standard Engine: 50 1500
Armament: Walking MPs: 4
1 LRM-10 Launcher Running MPs: 6
1 Extended Range Micro Laser Jumping MPs: 0
Manufacturer: Unknown Heat Sinks: 1 250
Primary Factory: Cockpit: 500
Communications System: Unknown Armor Factor: 34 1700
Targeting and Tracking System: Unknown Internal Armor
Cost: Structure Value
Battle Value 2.0: 295 Head 2 4
BattleForce: Torso 8 12
Optional Rules: Main Gun 1 3
L/R Arm 2/2 4/4
Legs 5 7
OVERVIEW
The Gorgon is a powerful heavy support unit, often Weapons and Location Mass
anchoring a mixed ProtoMech Point. Its main Ammo (kg)
weapon is a 10-tube LRM launcher, large even by LRM 10 M 2000
BattleMech standards. The addition of so massive a Ammo (LRM) 12 M 1000
weapon prompted ProtoMech designers to ER Micro Laser T 250
develop the “main gun,” a large, hand-supported
weapon mount anchored to the ProtoMech’s torso.
The Gorgon’s major weakness is its lack of
significant backup weapons; this tough unit must
often withdraw from combat when its ammo is
depleted.

247
TRITON
Mass: 8 tons assistance, using ample ground speed and full Two other variants, used much more
Chassis: Standard jump capability. sparingly, appeared right before the HPG white-
Power Plant: 50 The bulk of the Triton’s firepower is an out occurred, making use of heavy lasers. One
Cruising Speed: 43 kph efficient Streak quad launcher with enough strips the entire weapon load out for a single heavy
Maximum Speed: 64 kph ammunition for ten volleys. Unlike many other medium laser. Though lacking in overall firepower,
Jump Jets: 4 missile-carrying ProtoMechs, the Triton’s Streak this configuration lacks any need for ammunition
Jump Capacity: 120 meters system makes every missile count. It also carries a resupply and has an impressive armor penetration
Armor: Standard torso-mounted extended-range micro laser for capability. The other, more radical, variant loses the
Armament: extended battles in the unlikely event it runs out of main gun (keeping the armor profile on the rest of
1 Streak SRM-4 Launcher ammunition. the Triton the same with the exception of the
1 Extended Range Micro Laser torso) and mounts a heavy small laser in each arm
Manufacturer: Triton Assembly Yard and an extended-range micro laser in the torso.
DEPLOYMENT
Primary Factory: Roche
Clan Goliath Scorpion included the Triton
Communications System: Unknown NOTABLE PILOTS
in their recently deployed Chi Galaxy. During the
Targeting and Tracking System: Unknown last transmitted briefings from the Lootera
Cost: Seven Deadly Sins: Unrelated to the rogue
outpost, it was revealed that the Goliath Scorpions FedCom developmental team turned Solaris stable
Battle Value 2.0: 286 had allowed Elemental units in second-line units to
BattleForce: in the mid-50’s, this group of the “Seven Deadly
have Trials to move to frontline units. Those that Sins” is a unit of Triton ProtoMechs made
Optional Rules: successfully tested out of less-prestigious units are bondsmen by the Eridani Light Horse during the
being replaced by points of Tritons. This has led to initial series of Trials of Possession for the unit
OVERVIEW much friction between the two groups, as the stationed at Lootera. Not having any other
ProtoMech pilots are feeling denigrated and ProtoMechs within their ranks, Colonel Barclay has
Feeling humbled after a string of failures
humiliated at automatically being placed below grouped the seven pilots into a single augmented
following the Great Refusal in the Homeworlds,
solahma warriors. In fact, the briefings had the point. Though wary of their comrades and their
Clan Goliath Scorpion’s overtures to the Snow
ProtoMech units declaring Trials of Refusal against barbaric ways, the seven “Sins” have remained
Ravens netted them minimal but crucial resources.
battle armor units who were being moved to appreciative of the unit’s efforts to accommodate
The Scorpions were able to create a new Galaxy
frontline units. them, both in terms of time allowed in the cockpit
dedicated to their Seeker tradition and also
Those assigned to the Chi Galaxy, and in Trials declared to procure the proper drugs
jumpstart their faltering ProtoMech program. This
however, have had no such issues whatsoever. to sustain them. More importantly, they believe
led to the introduction of the heavy Triton
ProtoMech, a unit designed to efficiently they have been treated with the same respect as
compliment those solitary warriors dedicated to VARIANTS any other Clan bondsman within the Light Horses
carrying on the Seeker mandate. ranks, be it MechWarrior, aerospace pilot, or
A fire-support variant exists that swaps
Elemental.
the Streak launcher for an LRM-3 and a dozen
In recognition of these efforts and
CAPABILITIES rounds of ammunition. An extended-range small
overtures, the group has zealously briefed and
laser and a second micro laser, allowing for
Protected by almost two tons of armor, trained the Light Horse soldiers in the ways of the
effective point-blank fighting conditions, use up
the basic hull of the Triton can keep pace with most “superior” ProtoMech forces appearing within the
the excess tonnage.
Scorpion Seeker MechWarriors with little outside ranks of the various Clans and how to deal with

248
them effectively using both simulator and live-fire Type: Triton
training exercises. They have also claimed that Technology Base: Clan ProtoMech
even though they retain their Clanlike ways and Tonnage: 8
beliefs, they would rather fall in combat than
return to their Clan’s ranks, where they would be Equipment Mass
forced into solahma units. (kg)
Like the rest of the ELH contingent in Internal Structure: 800
Clan space, the fate of the group post-white-out Engine: 50 1500
remains unknown other than the fateful message Walking MPs: 4
sent at the end of 3068 and received years later. Running MPs: 6
Jumping MPs: 4 400
Heat Sinks: 1 250
Cockpit: 500
Armor Factor: 38 1900
Internal Armor
Structure Value
Head 2 6
Torso 8 13
Main Gun 1 3
L/R Arm 2/2 4/4
Legs 5 8

Weapons and Location Mass


Ammo (kg)
Streak SRM 4 M 2000
Ammo (Streak) 10 M 400
ER Micro Laser T 250

249
DELPHYNE
Mass: 9 tons lights. For even more maneuverability, jump jets Two variants have been seen so far. The
Chassis: Del-9 Standard with 150 meters range were mounted. Over two Delphyne 2 has a more diversified weapons load,
Power Plant: Bairn 75 tons of armor allow it to take some punishment, to with a pair of armmounted ER micro lasers and
Cruising Speed: 54 kph the extent that even a Gauss rifle to the torso will dual chest-mounted SRM-3 tubes. With ten rounds
Maximum Speed: 86 kph not penetrate the massive chest armor. The for each, this version has plenty of staying power,
Jump Jets: 5 mouth-mounted medium pulse laser that the despite sacrificing armor to mount the increased
Jump Capacity: 150 meters Delphyne carries is reliable and accurate. While not weaponry. The Delphyne 3, as it has been labeled, is
Armor: MicroSlab 5 terrifying by itself, a full Point with five medium more a modification of the primary version.
Armament: pulse lasers can easily destroy lighter ’Mechs and Captured Delphynes are refitted with an ER
1 Medium Pulse Laser most any other ProtoMech. medium laser and an arm-mounted micro pulse
Manufacturer: Clan Fire Mandrill Kraftwerk, laser by Coyote technicians. These are frequently
Kindraa Payne-Beyl-Grant Main Production Facility seen accompanying Procyons as something of a
DEPLOYMENT command ProtoMech Star.
Primary Factory: Shadow, York
The Delphyne is found mainly in the
Communications System: JRD-125p
Toumans of the Blood Spirits and Fire Mandrills.
Targeting and Tracking System: DragonEye 5 Raids by Clan Coyote on Foster netted them a few NOTABLE PILOTS
Cost: dozen Delphynes, many of which have been
Battle Value 2.0: 384
Point Commander Kar: Kar is a natural
modified and were sent out for field-testing. with ProtoMechs, partly because he is one of the
BattleForce: Should they do well for the Coyotes, they will no first generation to be raised as a ProtoMech pilot.
Optional Rules: doubt look into production of their own machines. He is able to see ProtoMechs for what they are,
In Clan Fire Mandrill, the Delphyne is only regularly while many warriors treat them as super
OVERVIEW deployed in the forces of Kindra Payne-Beyl-Grant, Elementals or micro BattleMechs. When cover is
though a rare isorla Delphyne might be found in available, he has managed to find areas that are
The progeny of Clans Blood Spirit and
another Kindraa. difficult for BattleMechs to negotiate while
Fire Mandrill and the aesthetic offspring of a
A Coyote assault hit Shadow in the first allowing his pointmates full mobility, while shifting
dragon, the Delphyne is a powerful ProtoMech that
few days of 3072, and the Delphyne was forced into his units around to draw battle armor out of a
can stand up to some Inner Sphere ’Mechs one-on-
more combat than previously seen. Initial reverse situation. Many members of the Blood
one. The Delphyne has the advantage of lessons
skirmishes against Coyote ProtoMechs went to the Spirits think he could go so far as to obtain a
learned from the mistakes of the Minotaur, and it
invaders, but as the fighting went along the lack of Bloodname. If that were to occur, it would be a
has rewarded them with performance superior to
ammunition dependence turned the tide in the watershed event for the acceptance of ProtoMechs
that of its similarly massed brethren.
Delphyne’s favor. As Coyote Elementals and in the Blood Spirits and the Clans as a whole.
BattleMechs pulled back for refit or for other
CAPABILITIES objectives, the Mandrills moved in. Overwhelmed
With a top speed of nearly 90 kph, the by the Delphyne’s armor, the Coyote Procyons and Warrior Ando: One of Kindraa Payne-Beyl-
Rocs fell back. While the Mandrills eventually felt Grant’s best ProtoMech pilots rose in prominence
Delphyne can keep up with many Clan heavy
defeat, it was not the fault of the Delphyne. as Kindraa Payne moved to defend Kindraa Beyl-
’Mechs and any assault unit. While it has yet to
Grant against Kindraa Sainze. Despite the rest of his
engage Inner Sphere opponents other than the
Point being incapacitated, Ando took on a Mandrill
few archaic designs used in testing, it would be VARIANTS Mandrill one-on-one. Although being only a third
able to pace most medium designs and even a few
the size of the ’Mech, Ando was able to use his

250
superior mobility to defeat the ’Mech that his Type: Delphyne
Kindraa had once designed, bringing the Mandrill Technology Base: Clan ProtoMech
down with continuous fire from the rear. Sadly, he Tonnage: 9
was the lone survivor of an isolated engagement
on Shadow against the Coyotes. Damage to his Equipment Mass
control system left him near dead and his nervous (kg)
system overwhelmed. It is unknown if he will make Internal Structure:
a full recovery, as since coming out of a coma he 90
has ranted about WarShips with treads fighting on 0
the planet’s surface, giant ProtoMechs, and Engine: 75 2000
General Kerensky asking him to serve as ilKhan. Walking MPs: 5
Running MPs: 8
Jumping MPs: 5 500
Heat Sinks: 4 1000
Cockpit: 500
Armor Factor: 42 2100
Internal Armor
Structure Value
Head 2 6
Torso 9 18
Main Gun - -
L/R Arm 2/2 4/4
Legs 5 10

Weapons and Location Mass


Ammo (kg)
Medium Pulse T 2000
Laser

251
MINOTAUR
Mass: 9 tons Type: Minotaur
Chassis: Standard Technology Base: Clan ProtoMech
Power Plant: 45 Tonnage: 9
Cruising Speed: 32 kph
Maximum Speed: 54 kph Equipment Mass
Jump Jets: 3 (kg)
Jump Capacity: 90 meters Internal Structure: 900
Armor: Standard Engine: 45 1000
Armament: Walking MPs: 3
2 Extended Range Medium Lasers Running MPs: 5
Manufacturer: Unknown Jumping MPs: 3 300
Primary Factory: Heat Sinks: 10 2500
Communications System: Unknown Cockpit: 500
Targeting and Tracking System: Unknown Armor Factor: 36 1800
Cost: Internal Armor
Battle Value 2.0: 424 Structure Value
BattleForce: Head 2 5
Optional Rules: Torso 9 15
Main Gun - -
L/R Arm 2/2 3/3
OVERVIEW Legs 5 10
The largest and most deadly ProtoMech, the
Minotaur sacrifices speed for weaponry. It boasts Weapons and Location Mass
two extended-range medium lasers—as much Ammo (kg)
firepower as many light BattleMechs. This ER Medium Laser T 1000
impressive hitting power is combined with enough ER Medium Laser T 1000
armor to withstand a heavy autocannon attack.
Slow-moving but intended for use in a defensive
role, the Minotaur performs its function well,
especially when an entire Point focuses its attacks
on a single target.

252
253
MINOTAUR P2
Mass: 9 tons manufacturers, probably from watching the Ghost Such massive changes to the original
Chassis: Huntress MIN9 with MagClamps Bears do the same. Though the Horses began the design’s loadout forced the Clan designers to re-
Power Plant: 45 Fusion process almost immediately, it took nearly a imagine the Minotaur’s look, however. The original
Cruising Speed: 32 kph decade for the Clan to begin seeing the fruits of its model utilized specific armor molds and precision-
Maximum Speed: 54 kph labor. made plates, giving it an ethereal, otherworldly
Jump Jets: None One of the first priorities was the look. The armor tooling facilities were all located in
Jump Capacity: None rearming of the Clan’s touman. Severely depleted the Homeworlds, an unavailable option for the
Armor: Proto-Standard M-9 during its decade-long battle with the Wolves, the Clan even through the Diamond Sharks. Because
Armament: Clan was in great need of quick, fast units to time was not available to remake such precision
2 Improved Heavy Small Lasers replenish its forces. Knowing that OmniMech equipment, Clan scientists opted instead to rebuild
1 SRM 4 Launcher production was behind, the Clan authorized and refurbish several shuttered armor
Manufacturer: Csesztreg Industriplex Epsilon several new projects that either refitted older manufactories on Csesztreg that Clan Wolf had
Primary Factory: Csesztreg equipment or capitalized on new scientific shut down during their prior occupation. As a
Communications System: Proto-Type A breakthroughs. One of those was the refit and result, the newer Minotaur looks more blocky and
Targeting and Tracking System: SAT-PM 1 revitalization of the Clan’s ProtoMech Clusters, mechanical in appearance. Such aesthetics are lost
which had found excellent success fighting Clan on its chosen pilots, however, who are clearly
Cost:
Wolf over the last several years. happy with the redesign.
Battle Value 2.0: 266
The large supply of Minotaurs on hand
BattleForce:
made it the obvious choice for Horse scientists and
Optional Rules: Features the following Design DEPLOYMENT
technicians to revitalize.
Quirk: Extended Torso Twist The new Minotaur P2 has only recently
been seen operating with Clan Hell’s Horses,
OVERVIEW CAPABILITIES mostly with Beta and Theta Galaxies, in shared
One of the largest ProtoMech designs in Binary formations. Its heavy armament and armor
Clan Hell’s Horses’ touman found itself
production at the time of the Horses’ withdrawal make it a key component as an anchoring Point,
worn out and ragged after almost three decades of
from the Homeworlds, the Minotaur was a often carried into position by a partner Star. The
battle against a variety of enemies as it carved out
dangerous weapon platform. A Point of these design is very similar to a prototype Point spotted
the Clan’s new permanent home in the Inner
ProtoMechs could easily take down a medium operating with Theta Galaxy during the Wolf Crisis
Sphere. The series of wars, which stretched over six
OmniMech, and were excellent units to use as a in 3080; its apparent success in the few Trials they
generations of Clan warriors, did much to bolster
supplement to static defenses. participated in seems to have been the impetus for
the Clan’s power and prestige among its peers, but
Mobility was an issue, as the Minotaur this complete remake. Its distinctive single swing-
by the end of the Jihad and the subsequent
was exceedingly slow. By modifying the knee and back launcher makes it easy to identify when
formation of The Republic, the Clan’s military
elbow joints to handle new magnetic clamps, the operating with a mixed Point.
power could do little more than defend its new
plodding ProtoMech could now be moved quickly While ProtoMech forces are not a
holdings against occasional raids from its
from location to location. The massive medium significant portion of the Horses’ new touman, they
neighbors.
lasers were pulled and replaced with two improved are present and remain deadly. The Wolves
The Clan faced several setbacks when
small heavy lasers, controlled in each arm by the relearned this lesson in their 3088 raid on Alleghe,
adapting its new holdings to a Clan level of
pilot with a simple trigger. A swing-back four-pack when their attacking forces ran straight into a full
industry. Khan James Cobb recognized the value of
missile launcher provides a hefty punch at close Star of ProtoMechs defending the Hellstar
integrating and upgrading Spheroid
range. processing facility. The three Points of Minotaur P2s

254
that materialized along their southern flank Type: Minotaur P2
hammered the Wolves, thanks to some creative Technology Base: Clan (Advanced)
maneuvering by Star Colonel Paul Amirault. Only Tonnage: 9
four Minotaurs were lost, compared to almost a
Binary of Wolf ’Mechs and battle armor. Equipment Mass
(kg)
Internal Structure: 900
Engine: 45 1000
Walking MPs: 3
Running MPs: 5
Jumping MPs: 0
Heat Sinks: 6 1500
Cockpit: 500
Armor Factor: 45 2250
Internal Armor
Structure Value
Head 2 6
Torso 9 18
Main Gun 1 3
L/R Arm 2/2 4/4
Legs 5 10

Weapons and Location Mass


Ammo (kg)
Improved Heavy RA 500
Small Laser
Improved Heavy LA 500
Small Laser
Magnetic Clamp T 500
System
SRM 4 M 1000
Ammo (SRM) 8 M 320

255
MINOTAUR-XP
Field Testing Summation: Minotaur Experimental great deal of tonnage in terms of heat sinks and supply lines. If this happens, the battle proven
Prototype overall weapon weight. Minotaur-XPs may yet become a new mainstream
Producer/Site: Niles Industriplex Alpha With the tonnage saved by this weapon variant in the Clan’s touman.
Supervising Technician: Master Tech Earid trade and the removal of the Minotaur’s jump jets,
Project Start Date: 3078 the Horses were able to add a twelve-shot, five-
Non-Production Equipment Analysis: tube SRM launcher in an attached main gun pod,
Improved Heavy Small Lasers and maximized the armor protecting the nine-ton
Cost: machine. As a result, the Minotaur-XPs became
Battle Value 2.0: 294 tougher, and could deliver more effective damage
BattleForce: than the base models—albeit with less mobility
Optional Rules: Features the following Design and a much reduced strike range.
Quirks: Prototype, Distracting The Minotaur-XP’s changes naturally
mandate a very different strategy and target
selection from those of the standard Minotaurs.
OVERVIEW Rather than trying to snipe at armored targets such
With only a handful of Clans still known as BattleMechs and vehicles, using jump jets to
to field ProtoMechs, there have been few reports of leap in and out of cover while firing away at range,
experimental technologies being employed on these prototypes are best deployed against
such units. The Hell’s Horses—as one of the few vehicles and armored infantry, and often strike
Clans we know of who have embraced the best when deployed in advance, as part of an
ProtoMech concept—have thus become a front- ambush. Indeed, reports reached us that two
runner in exploring these miniature ’Mechs, but Points of Minotaur-XPs were used as part of a
this only truly became evident during their recent defense against a recent Jade Falcon raid into the
move into the Inner Sphere. Horses’ new Occupation Zone. In the ensuing
The Minotaur-XP, our operatives have battle, the Minotaur-XPs, using the ruins of an
learned, originated from one of the last Hell’s abandoned city for cover, ambushed a mixed Star
Horses crash programs launched at the Niles consisting of two Elemental Points and three Jade
Industriplex site in the Clan Homeworlds. In this Falcon heavy ’Mechs. The firefight cost the Horses
refit, a basic weapon swap, the removal of jump an entire Point of XPs before they could dispatch
jets, and the addition of a main gun mount were reinforcements—but not before they destroyed all
performed on a Star’s worth of Minotaur of the Falcon Elementals and crippled a Cougar
ProtoMechs the Clan had yet to deploy. Seeking to OmniMech.
improve the overall lethality of these designs, Only about ten Minotaur-XPs remain in operation
these prototypes swapped out the standard at this time, and the Horses have apparently
Minotaur’s shoulder-mounted extended-range recalled them to their regional capital on
medium lasers for improved heavy small lasers. Csesztreg. As much of the Horses’ Inner Sphere
Although the resulting firepower was slightly manufacturing seems centered on that world, we
weaker than that of the medium lasers, and can readily presume that additional ProtoMechs
suffered from a vastly reduced range, they saved a may soon enter production as the Clan stabilizes its

256
Type: Minotaur-XP
Technology Base: Clan (Experimental)
Tonnage: 9
Mass
Equipment (kg)
Internal Structure: 900
Engine: 45 1000
Walking MPs: 3
Running MPs: 5
Jumping MPs: 0 0
Heat Sinks: 6 1500
Cockpit: 500
Armor Factor: 45 2250
Internal Armor
Structure Value
Head 2 6
Torso 9 18
Main Gun 1 3
L/R Arm 2/2 4/4
Legs 5 10

Weapons and Ammo Location Mass


(kg)
Improved Heavy Small T 500
Laser
Improved Heavy Small T 500
Laser
SRM 5 M 1250
Ammo (SRM) 12 M 600

257
HOBGOBLIN ULTRAHEAVY PROTOMECH
Mass: 10 tons CAPABILITIES
Chassis: HOB/11 with MagClamps
The Hobgoblin failed as an example of
Power Plant: 60 Fusion
what the Society hoped to achieve with heavier
Cruising Speed: 43 kph ProtoMech designs. It was never intended to
Maximum Speed: 64 kph function as a line unit. Although its AP Gauss was a
Jump Jets: None proven weapon, the Hobgoblin had too little
Jump Capacity: None firepower compared to standard ProtoMechs a few
Armor: ProtoMech Standard/2 tons lighter. The Fusillade likewise had not yet
Armament: achieved its full operational potential. The design
1 Anti-Personnel Gauss Rifle would have failed to make a difference on the
1 Fusillade Launcher battlefield, except for the addition of the new
Manufacturer: Chiaroscuro Testing Site ProtoMech magclamps. These allowed friendly
Primary Factory: Ironhold BattleMechs to shuttle Hobgoblins effectively
Communications System: PMT-429 about the battlefield. Given the unimpressive
Targeting and Tracking System: Ribaldi 402 TTS speed of the ProtoMech, this proved critical in
Cost: allowing Treys utilizing the Hobgoblin to redeploy
Battle Value 2.0: 271 it based on tactical changes.
BattleForce:
Optional Rules: DEPLOYMENT
The Hobgoblin was an important component of
OVERVIEW Etienne’s efforts, and was particularly numerous on
In order to make the most of its limited Etienne’s Sanctuary. While the Hobgoblin was only
martial resources, the Society was strongly used by the Society during the Wars of Reaving,
motivated to find a way to exceed the nine-ton there is speculation that enough examples were
limit of standard ProtoMech structure. A key acquired by the Hell’s Horses to enable their
bottleneck was the extent to which a limbed Svartalfa project. It is not clear whether this
vehicle could be enlarged without needing a gyro, indicates that the Homeworld-based Horses
a problem creatively solved by Jade Falcon moved any such specimens to the Inner Sphere, or
Scientist Oscar. whether an Inner Sphere Society cell forcibly
The first prototype was dubbed the yielded the design.
Hobgoblin in part because of the shape the Ribaldi
402’s primary stereo sensor array imparted on the
ProtoMech’s head. Initially intended as a test-bed
for new ProtoMech magclamps and the Fusillade
launcher, the start of the conflict with the warrior
caste pushed efforts to produce the Hobgoblin in
numbers.

258
Type: Hobgoblin Ultra ProtoMech
Technology Base: Clan (Advanced)
Tonnage: 10
Mass
Equipment (kg)
Internal Structure: 1000
Engine: 60 1500
Walking MPs: 4
Running MPs: 6
Jumping MPs: 0 0
Heat Sinks: 0 0
Cockpit: 750
Armor Factor: 55 2750
Internal Armor
Structure Value
Head 3 7
Torso 10 20
Main Gun 2 4
L/R Arm 3/3 6/6
Legs 6 12

Weapons and Ammo Location Mass


(kg)
AP Gauss Rifle RA 500
Ammo (AP Gauss) 40 -- 1000
Magnetic Clamp System T 1000
Fusillade M 1500

259
BOGGART ULTRAHEAVY PROTOMECH
Mass: 13 tons roaming the fringes of the main battle and lunging Deployment
Chassis: BGR13 when a weakened enemy became sufficiently
The Boggart has only been deployed by the
Power Plant: 45 Fusion vulnerable. The effects of several plasma cannons
Society, and it is unlikely that a design similar to it
Cruising Speed: 54 kph proved extremely effective at neutralizing
will be used by the Clans other than the infrequent
Maximum Speed: 86 kph BattleMechs or destroying other combat units, and
usage by Clan Coyote during the Wars of Reaving.
Jump Jets: MegaTan Lifters in some instances even allowed the Society to
Its unsettling appearance and Spheroid tactics
Jump Capacity: 150 meters capture overexposed ’Mechs.
have thoroughly soured Clan warriors against the
Armor: Proto-Standard B Of note is the Boggart’s grotesque
design and its concept.
Armament: features, which appeared decidedly unnatural. This
1 Plasma Cannon was the consequence of the input of Scientist
Manufacturer: Unknown Alice, who observed the extent to which existing
Primary Factory: Unknown ProtoMech aesthetics were successful in breaking
Communications System: Proto-Type A the morale of unarmored troops. Finding the
Targeting and Tracking System: SAT-PM 1 aesthetic too focused on folklore and mythology,
she instead argued for a physical appearance that
Cost:
appears anatomically impossible or unnatural as to
Battle Value 2.0: 538
unsettle its opponents.
BattleForce:
Optional Rules:
DEPLOYMENT
OVERVIEW The Boggart relied heavily on its mobility
to be effective in combat. Though well armored, it
The Boggart was named after the
typically avoided direct confrontation, preying on
disparaging nickname given to ProtoMechs by
exposed or weakened enemies to great effect. This
Task Force Serpent on Huntress. An earnest
cerebral approach to combat demanded
attempt at a purpose-built quad ProtoMech, the
ProtoMech pilots who were capable of
Boggart was specifically intended to neutralize and
independence from Feralize in combat, though
disrupt hostile forces. Its clever communications
there were numerous instances of a Boggart
system (with the uninspiring ProtoType A
operator resorting to the drug when cornered.
identifier) adapted existing communications
Beyond the preferred tactic of preying on
capability to gather tactical data from allied units
the weak, Boggarts were also frequently used to
concerning the observed targeting behavior of
shield advancing or retreating troops. During one
hostile forces. The Boggart’s interface displayed
engagement on Babylon, a Star of Boggarts
information visually for its operators, allowing
deceived their opponent by creating the
them to get an indication of where the enemy’s
appearance of a large advancing force by burning
attention was directed. This was then exploited to
a path perpendicular to the advance of their main
engage distracted enemies, or units that might
force.
have been at risk of shutting down due to
excessive heat. This unusual tactical approach
proved effective, with small groups of Boggarts

260
Type: Boggart Ultraheavy ProtoMech (Quad)
Technology Base: Clan (Advanced)
Tonnage: 13
Mass
Equipment (kg)
Internal Structure: 1300
Engine: 80 2500
Walking MPs: 5
Running MPs: 8
Jumping MPs: 5 750
Heat Sinks: 7 1750
Cockpit: 750
Armor Factor: 39 1950
Internal Armor
Structure Value
Head 3 6
Torso 13 16
Main Gun 2 3
L/R Arm -- --
Legs 13 14

Weapons and Ammo Location Mass


(kg)
Plasma Cannon M 3000
Ammo (Plasma) 10 M 1000

261
SVARTALFA ULTRA PROTOMECH
Mass: 14 tons what the Svartalfa was: too small to be a ’Mech, but Outside of the readily apparent
Chassis: SVA-14 Glider far too tough to be battle armor or a ProtoMech— differences, the Svartalfa is different in other ways.
Power Plant: 60 Fusion or so they thought. While they finally managed to The cockpit is fifty percent larger than a standard
Cruising Speed: 10 kph, 43 kph with Gliding get a handle on them, it is clearly going to take a ProtoMech cockpit. While the larger design
Maximum Speed: 10 kph, 64 kph with Gliding while before their warriors know how to combat requires more control, this does allow for a larger
Jump Jets: the Svartalfa. pilot. A pilot of Elemental breeding is a possible
Jump Capacity: with the Svartalfa, but it can be easily reconfigured
Armor: UltraProto Standard for a snug fit for smaller pilots. The wing system
CAPABILITIES folds to allow not only easy transportation but also
Armament:
The Svartalfa is big. It’s half-again as better mobility on the ground. The ability to fold
2 Medium Chemical Lasers
massive as any known ProtoMech, and mounts doesn’t impede their strength or ability to absorb
1 Streak SRM 6 Launcher
more armor than most twenty-ton BattleMechs. It fire.
1 Machine Gun
can take a heavy Gauss rifle shell to the chest at
Manufacturer: Swedenborg Heavy Industries
point-blank range and keep on coming. As
Primary Factory: Kirchbach DEPLOYMENT
terrifying as such a heavy ProtoMech is, the
Communications System: Proto-Type 4
Svartalfa does not move any faster than The Svartalfa has only been distributed to
Targeting and Tracking System: SAT-PM 1 unarmored infantry along the ground. Before the best ProtoMech pilots in the best units. They
Deployed By: images of the Kanazuchi battle armor are conjured, have been used on several raids against the
Designer: however, the claims of the Svartalfa being an LAM Wolves, both confounding the defenders and
Entered Service: were not that far off. While it cannot transform into proving the effectiveness of the Svartalfa.
In Production: an aerospace fighter, it is capable of limited flight, Deploying medium and heavy ’Mechs to take on
Availability: using the wing-in-ground effect concept to glide even a single ProtoMech frustrated the Wolf
Cost: just above the ground at speeds over sixty MechWarriors, while attempts to use battle armor
Battle Value 2.0: 540 kilometers per hour. This keeps the Svartalfa from resulted in failure due to the Svartalfa’s advantages
BattleForce: relying exclusively on other vehicles for in armor, firepower and mobility. The Svartalfa
Optional Rules: transportation, and allows it to move around the provides a low-resource unit that can be used to
battlefield. occupy much more complex units, allowing
Tough and mobile, the Svartalfa packs an heavier forces to focus on a smaller number of
OVERVIEW even better punch. Two chemical lasers do not opponents.
Intelligence gathered from Diamond have the same power as their fusion-charged Clan
Shark trade delegations uncovered several rumors counterparts, but they do match up with Inner
of Clan Hell’s Horses developing a light or ultralight Sphere lasers. A full Streak six-pack provides VARIANTS
LAM. There was even one image of the object at a additional firepower, one that can take advantage Looking for a greater range of
distance, though little could be gleaned from the of the holes that the lasers open. For anti- engagement, Hell’s Horses scientists managed to
file, other than it was capable of flight. Covert personnel support a standard machine gun is built put a fifteen-tube long-range missile rack on the
missions to ferret out more information all ended into the torso with plenty of ammunition. The torso. They then discovered they still had more
in failure, without a single piece of evidence of the chemical lasers’ fuel needs limit their endurance, room and added another as a main gun. This did
LAM’s existence. but because they do not require the heat necessitate the removal of some armor, but this
Six months ago Clan Wolf became a live- dissipation of regular lasers, this allows for the version has staying power, with ten salvos for each
fire test for the Svartalfa. The Wolves weren’t sure heavier armor and Streak rack. launcher. Despite the decreased armor, the greater

262
range and firepower has proven effective on the Type: Svartalfa Ultra ProtoMech
battlefield. A Point of LRM-equipped Svartalfas and Technology Base: Clan (Advanced)
an accompanying spotter convinced a Star of Wolf Tonnage: 14
’Mechs that they were a Bane hiding in the woods. Mass
With their mobility, they would rotate the spotter Equipment (kg)
position around, ravaging the Wolves. Bypassing Internal Structure: 1400
the spotter, the Wolves converged on the heart of Engine: 60 1500
woods to discover it empty. Walking MPs: 1
Running MPs: 1
WiGE Cruise MPs: 4
WiGE Flank MPs: 6
Heat Sinks: 0 0
Cockpit: 750
Armor Factor: 65 3250
Internal Armor
Structure Value
Head 4 9
Torso 14 23
Main Gun 2 7
L/R Arm 4/4 6/6
Legs 8 14

Weapons and Ammo Location Mass


(kg)
Medium Chemical RA 1000
Laser
Ammo (MCL) 15 - 500
Medium Chemical LA 1000
Laser
Ammo (MCL) 15 - 500
Machine Gun T 250
Ammo (MG) 50 - 250
Streak SRM 6 M 3000
Ammo (Streak) 10 - 600

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SPRITE ULTRAHEAVY PROTOMECH
Mass: 15 tons refined version of the Fusillade once available. The
Chassis: SPT/15 Society intended for the Sprite to be engaged in
Power Plant: 75 Fusion combat for a brief period of time before returning
Cruising Speed: 32 kph to rearm. This contributed significantly in the
Maximum Speed: 54 kph endurance of the Sprite, perhaps more so than its
Jump Jets: X5 Series Extended Jump Jets astonishing armor protection, which was capable
Jump Capacity: 150 meters of surviving a salvo from a class-twenty
Armor: UltraProto Standard autocannon to its torso. But as the Sprite was
Armament: routinely assigned to commanders and the better
4 LRM 5 Launchers ProtoMech pilots available to the Society, this
Manufacturer: Unknown minimal battlefield endurance proved a double-
Primary Factory: Unknown edged blade. While it enabled the Society to retain
Communications System: Proto-Type 4 its few highly skilled warriors, it also swiftly
Targeting and Tracking System: SAT-PM 1 deprived a battle of their skills and oversight. This
contributed to the Society’s poor showing in
Cost:
combat, and had the opposite effect when an
Battle Value 2.0: 589
overly dedicated commander lingered in battle
BattleForce:
longer than his ammunition supply.
Optional Rules:

OVERVIEW DEPLOYMENT
Only the Society deployed the Sprite, but as it is a
Designed to operate in concert with the
much closer fit to Clan combat philosophies, the
Boggart, the Sprite was likewise been named for
appearance of an equivalent unit seems probable.
evil spirits from folklore. While substantially larger,
There is already evidence in the Blood Spirits’
the Sprite had an equivalent jumping profile to the
Omicron Galaxy on Atreus. Curiously, the Sprite
Boggart, allowing the design to keep up with the
may have also influenced the Hell’s Horses
swifter quad. It deployed heavy firepower to the
Svartalfa, suggesting—but not proving— some
battlefield in the form of four LRM-5 racks, each
access to the Sprite by that Clan.
with enough rounds for two minutes of sustained
fire. The Sprite was still deployed with similar
tactics in numerous instances, shoring up flagging
ProtoMech units, and proved itself an excellent
companion to the Gorgon.

CAPABILITIES
The Clan LRM system continued to be
highly competitive despite minimal innovation
over the years. It proved an excellent choice for the
Sprite, although there were plans to use a more

264
Type: Sprite Ultraheavy ProtoMech
Technology Base: Clan (Advanced)
Tonnage: 15
Mass
Equipment (kg)
Internal Structure: 1500
Engine: 75 2000
Walking MPs: 3
Running MPs: 5
Jumping MPs: 5 1500
Heat Sinks: 0 0
Cockpit: 750
Armor Factor: 65 3250
Internal Armor
Structure Value
Head 4 9
Torso 15 30
Main Gun -- --
L/R Arm 4/4 6/6
Legs 8 14

Weapons and Ammo Location Mass


(kg)
LRM 5 RA 1000
Ammo (LRM) 12 -- 500
LRM 5 RA 1000
Ammo (LRM) 12 -- 500
LRM 5 RA 1000
Ammo (LRM) 12 -- 500
LRM 5 RA 1000
Ammo (LRM) 12 -- 500

265

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