Hegemony BattleMechs

The Wolf's Fangs

Thanks to its control of several Star League era facilities, as well as inheriting the 'Mechs of the old Royal BattleMech Divisions, the Hegemony is able to maintain several BattleMech designs of the Star League that are now either gone from, or extremely rare in, the forces of the other Successor States. In addition, Hegemony engineers have also experimented with numerous design variants over the centuries, like all the Great Houses have, leading to a number of unusual BattleMech designs seeing service within the THDF.

LCT-1K Locust

Mass: 20 tons

Chassis: Bergan VII Standard

Power Plant: GM 200

Cruising Speed: 104.2 kph

Maximum Speed: 175.6 kph

Jump Jets: none

Jump Capacity: none

Armor: 1/Starslab

Armament:

1 Martel Medium Laser

2 Starflash Small Lasers

Manufacturer: Bergan Industries

Communication System: Garret T10B

Targeting and Tracking System: O/P 911

Overview:

The Locust was one of the most produced and common BattleMechs of the Star League era. Bergan Industries began production of the 'Mech at eight of their facilities in 2499, and was still in peak production when the Star League fell several years later. In the 31st century production continues at the remaining facilities on New Earth and House Kerensky has become the major consumer of the new machines. As a common high speed recon 'Mech, every Great House has produced a variant of the Locust to meet their specific needs. These in turn have been produced and modified over the years, creating several quite distinct versions. However, the House Kerensky version may be the most radical. The Locust was originally designed as a light and fast recon vehicle that also offered quick strike capability.

When it set about producing the LCT-1K for use by the Hegemony, Bergan Industries had one major requirement in mind: the new Locust had to be fast. Speed has, of course, always been one of the 'Mechs' major assets as the LCT-1V is often placed where the front is fluid as a quick response unit to possible enemy breakthroughs. House Kerensky wanted something more. They wanted a 'Mech faster than anything else on the battlefield while still retaining solid firepower, a recon machine that could outpace any other scouts currently available. It was a difficult task, but one in which Bergan succeeded.

Without a doubt, the 1K is the fastest 'Mech unit currently in use on the 31st century battlefield. Mounting a massive GM 200 fusion engine, which takes up almost half of the Locusts' total weight, the 1K is capable of blinding speed. It is, however, little more than a fusion reactor on legs as a result. Compared to standard variants, the 1K has only half of the armor belt of the original Locust. It does, however manage to keep most of the firepower intact with a single turret mounted medium laser for dueling with light 'Mechs and vehicles. To save weight, but retain the unit's anti-infantry capacity, the two arm mounted machine guns are replaced with small lasers. Compact, reliable and able to challenge 'Mechs on occasion, these have proven themselves to be a useful addition. However, such weapons are often little comfort to a pilot faced with any serious opposition. As such, given the skill is requires to pilot a 'Mech at such breakneck speeds only the most elite scouts are issued LCT-1K's, pilots who understand how to use speed and cover to their best advantage. Despite these problems, the Kerensky model of the Locust is a powerful addition to recon units across the Hegemony and has proven its worth on several occasions.

Type: Locust

Technology Base: Star League

Tonnage: 20

Equipment/Mass

Internal Structure- 2 tons

Engine 200 –8.5tons

Heat Sinks 10- 0 tons

Gyro- 2 tons

Cockpit- 3 tons

Armor Factor- 2.5 tons

Head- 5

Center Torso- 5/2

R/L Torso- 4/2

R/L Arm- 4

R/L/ Leg- 4

Weapons and Ammo

1 Medium Laser- CT

1 Small Laser- RA

1 Small Laser- LA

1 Heat Sink- LT

1 Heat Sink- RT

STG-3K Stinger

Mass: 20 tons

Chassis: Earthwerks STG Standard

Power Plant: GM 120

Cruising Speed: 64.5 kph

Maximum Speed: 96.75 kph

Jump Jets: Chilton 360

Jump Capacity: 180 meters

Armor: Riesse 100

Armament:

1 Omicron 3000 Medium Laser

1 Zippo Flamer

Manufacturer: Earthwerks Incorporated

Communication System: Datacom 26

Targeting and Tracking System: Dynatech 900

Overview:

The Stinger is, perhaps the most widespread and popular light 'Mech ever produced, seeing service with the Hegemony before, during and after the Star League-era. In 2479, the first Stingers came off the assembly line and by the end of the Star League nearly 200,000 units had been constructed. Estimates place the number of operational Stingers currently used by the Successor States at 15,000 or more and, indeed, they are still being produced in a number of facilities both across the Inner Sphere and beyond. Fast, maneuverable, reasonably well armored and armed as well as cheap, the Stinger is by far the most widespread 'Mech in Hegemony service and is considered the standard light 'Mech by the THDF. As such, it is a common sight on virtually all Hegemony held worlds, seeing service in Royal BattleMech Divisions, local militia units and Training Battalions.

At its heart, the Stinger was designed as a scout and reconnaissance 'Mech that retained enough firepower and armor to remain viable in battle, although it is also commonly used as a training 'Mech in some academies. The base variant of the Stinger is still lightly armored and mounts limited weapons, however, although its speed and maneuverability make it a difficult target and a tough 'Mech to pin down. Given the popularity of the design, it should come as little surprise that the Hegemony has sought to produce an improved version for use in the THDF. While many Houses have tinkered with the design, few of these variants have been successful. The STG-3K has proven itself to be a worthwhile design, however.

At its core, the 3K still mounts an Omicron 3000 medium laser in pistol-like projection in its right arm. Reliable, compact and cool-running the laser is the centerpiece of the Stinger's firepower and is highly effective against other light units and is capable of harassing medium machines as well if the pilot is a good shot. However, the 3K removes the paired LFN Linbald machine guns that had previous given the 'Mech its anti-infantry capabilities. In the place of these weapons is an additional ton of armor (a welcome addition indeed) and a single Zippo flamer. This new model of flamer, which taps into the fusion engine's plasma field rather than using napalm fuel, and thus necessitating its torso mount, is a powerful design. While useful in disabling enemy 'Mechs, the system makes the Stinger the bane of infantry and conventional vehicles while also giving it a limited incendiary role. Perhaps more importantly, both of these weapons do not reply upon ammunition, thus granting the 3K Stinger slightly increased battlefield endurance.

In other ways the STG-3K is typical. Its armor is much improved, but still somewhat minimal compared to heavier units. As always, real defensive strength lies in its speed and maneuverability. With maximum speeds in excess of 90 kph and the powerful jump capability of its Chilton 360 jump jets, the Stinger can get itself out of most tight spots with a deft maneuver. One of the biggest remaining problems is the cramped cockpit space. Many times, a pilot must literally squeeze herself into the control seat, and then often cannot get out again without help from a Tech. While some efforts were made to enlarge this space, Stinger pilots are still the reverse of the knights of feudal Terra who could not mount their steeds without help from their squires because of the weight of their armor.

Type: Stinger

Technology Base: Star League

Tonnage: 20

Equipment/Mass

Internal Structure- 2 tons

Engine 120- 4 tons

Heat Sinks 10- 0 tons

Gyro- 2 tons

Cockpit- 3 tons

Armor Factor- 4 tons

Head- 8

Center Torso- 8/4

R/L Torso- 6/2

R/L Arm- 6

R/L/ Leg- 8

Weapons and Ammo

1 Medium Laser- RA

1 Flamer- CT

3 Jump Jets- RT

3 Jump Jets- LT

3 Heat Sinks- RT

3 Heat Sinks- LT

JKR-1K Jackrabbit

Mass: 25 tons

Chassis: Technicron Light

Power Plant: GM 150

Cruising Speed: 65 kph

Maximum Speed: 97 kph

Jump Jets: none

Jump Capacity: none

Armor: Valiant Lamellor

Armament:

1 RAMTech 1200 Large Laser

2 Krupp Model 3 Medium Lasers

2 Starflash Small Lasers

Manufacturer: Kong Interstellar

Communication System: Raldon R1

Targeting and Tracking System: Cat's Eye 5

Overview:

Like many Hegemony BattleMechs, the Jackrabbit is an old design, dating back to the Amaris Civil War. The original Jackrabbit was originally equipped with numerous advanced technologies such as an extralight engine and endo-steel II internal framing. In addition, the 'Mech was primarily equipped with light autocannons and small long-range missile racks. In concept, the Jackrabbit was intended to be a light, fast response unit able to move quickly to reinforce an area under attack and provide LRM and autocannon fire as long-range snipers. Unfortunately, without the advanced technology originally used by Skobel Mechworks the design simply could not be produced. Numerous Jackrabbits were shipped from the factories on Terra to the fledgling THDF before the First Succession War, but virtually all of them were destroyed.

Seventy years later, Kong Interstellar, looking to expand its own factories beyond its mainstay lines of Ostsols and Black Knights, obtained plans for the Jackrabbit from House Kerensky and set about attempting to resurrect the design. Abandoning its original mission profile, the new JKR-1K was designed to serve as a raider and scout rather than a long-range support platform. To achieve this goal, the 'Mech's armor was strengthened as much as it could be under modern circumstances and the existing ballistic and missile weapons replaced with an array of various caliber lasers. This new configuration is extremely successful. This agile and well-armed 'Mech quickly found its place among recon and raiding lances in the Hegemony and has proven itself to be a tough, reliable design able to operate long term in the field without resupply. In addition, the Jackrabbit has proven itself to be a successful hunter/killer in addition to its raiding and recon duties.

Type: Jackrabbit

Technology Base: Star League

Tonnage: 25

Equipment/Mass

Internal Structure- 2.5 tons

Engine- 150- 5.5 tons

Heat Sinks 10- 0tons

Gyro- 2 tons

Cockpit- 3 tons

Armor Factor 4 tons

Head- 6

Center Torso- 8/4

R/L Torso- 6/3

R/L Arm- 6

R/L/ Leg- 8

Weapons and Ammo

1 Large Laser- RT

1 Medium Laser- RA

1 Medium Laser- LA

2 Small Lasers - LT

4 Hear Sinks- LT

HSR-301K Hussar

Mass: 30 tons

Chassis: Benztrov 40

Power Plant: GM 240

Cruising Speed: 86 kph

Maximum Speed: 130 kph

Jump Jets: none

Jump Capacity: none

Armor: Riese Reliable

Armament:

1 Blackwell 8 cm Large Laser

Manufacturer: Blackwell Industries

Communication System: Ranger Model 2

Targeting and Tracking System: Dynatec 990

Overview:

The Hussar has long been a favorite 'Mech among light pilots, known for its high speed, heavy firepower and excellent electronic systems. Unfortunately, the balancing act of speed and firepower in place of armor leaves the Hussar in dire straits should it be forced to fight. Noting that it possessed many other reliable scout 'Mechs, and that blinding speed was not as critical to the Hussar's mission of raiding and disruption as it would be to a pure recon 'Mech, House Kerensky set about modifying the design to suit a new set of design parameters. As such, the new breed of Hussars produced by Blackwell Industries for the THDF reflects this change in design philosophy. The HSR-301K mounts a smaller GM 240 fusion engine in place of the older, bulkier 270-A, dropping the maximum speed of the 'Mech by 20 kph, but in return the Hussar now carries quadruple the armor protection of its predecessor.

While slower than its SLDF cousin, the new 301K is still very fast and occupies a firm niche of light BattleMechs alongside the Mongoose, Spider and Mercury as a fast scout 'Mech. In addition, the gyroscopically stabilized large laser mounted over the center torso gives the Hussar a considerable punch, much more than any of these other 'Mechs. The new combination of thicker armor and heavy firepower gives the new Hussar a much higher rate of combat survivability while still allowing it to operate as a behind the lines raider. In addition, House Kerensky has retained the secrets of constructing the vaunted Ranger communications suite. This valuable piece of lostech allows the Hussar to tap and disrupt enemy communications with ease as well as link up with friendly units with little fear of detection by enemy equipment.

Type: Hussar

Technology Base: Star League

Tonnage: 30 tons

Equipment/Mass

Internal Structure- 3 tons

Engine- 240- 11.5 tons

Heat Sinks- 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor 4.5 tons

Head- 8

Center Torso- 8/5

R/L Torso- 8/3

R/L Arm- 6

R/L/ Leg- 8

Weapons and Ammo

1 Large Laser- CT

MRG-01-K Morrigan

Mass: 30 tons

Chassis: Newheart 1500

Power Plant: GM 180

Cruising Speed: 67.3 kph

Maximum Speed: 95.9 kph

Jump Jets: none

Jump Capacity: none

Armor: Durallex Light

Armament:

1 Hellion-V Medium Laser

2 Hessen IX Small Lasers

1 Thunderstroke SRM-4 Launcher

1 Telos DecaCluster LRM-5 Launcher

Manufacturer: Newheart Industries

Communication System: O/P 500A

Targeting and Tracking System: O/P TA1240

Overview:

When it was first introduced in 2964 the Morrigan immediately captured the attention of the Terran Hegemony and virtually the entire Inner Sphere, as it was the first completely new BattleMech to be designed in over a century. Designed by Newheart Industries as a slower, but more heavily armed counterpart to their famous Spider the Morrigan was designed to serve as a long-range fire support and close range bombardment unit to compete with the Commando and Valkyrie. However, rather than construct a single-purpose 'Mech, Newheart hoped to design a light multi-purpose machine that could fill a variety of roles within the THDF. As such, the Morrigan has been introduced as a light scout and support 'Mech for light units able to provide both short and long range bombardment as well as support the speed needed to perform recon duties. The 'Mech has also seen use by several Divisions, notably the 81st Royal BattleMech Divisions and the 53rd Royal BattleMech Division, as a fast assault unit as part of those units' blitzkrieg approach to battle. In those roles the Morrigan has proven to be a potent light 'Mech in the forces of the Hegemony.

Although somewhat slow for a 'Mech of its size, by using a slightly smaller GM 180 fusion engine, Newheart was able to free up considerably tonnage within the Morrigan for both weapons and armor. The machine carries 7 tons of armor, making all sections extremely well protected. In addition to that, it carries a wide array of weapons. While none of those weapons are extremely powerful on their own, when combined the Morrigan has the ability to dish out significant damage at all ranges. This multi-range bombardment capability gives the 'Mech extreme battlefield flexibility, which was the entire point behind the design. The core of this firepower is a Telos DecaCluster LRM 5 rack. Although only carrying 24 reloads, it nevertheless gives the 'Mech the ability to pound other light 'Mechs into scrap at a range they cannot usually respond to and to harass heavier machines as it flees.

For short-range attack the Morrigan brings an impressive array of firepower to bear. A Thunderstroke SRM-4 rack sits in the left shoulder backed up by a Hellion-V medium laser in the left arm and a pair of Hessen IX small lasers on the right. When combined, these weapons can produce a withering hail of firepower against light targets and vehicles. So equipped, the 'Mech is devastating against infantry formations and conventional vehicles as well as being able to serve as a limited anti-infrastructure unit. This array of weapons also allows the Morrigan to function as a missile support platform, a barrage vehicle, or recon hunter within a light unit.

Type: Morrigan

Technology Base: Star League

Tonnage: 30

Equipment/Mass

Internal Structure- 3 tons

Engine- 180- 7tons

Heat Sinks 10- 0 tons

Gyro- 2 tons

Cockpit- 3 tons

Armor Factor- 7 tons

Head- 9

Center Torso- 15/5

R/L Torso- 10/4

R/L Arm- 10

R/L/ Leg- 14

Weapons and Ammo

1 LRM 5- RT

1 Medium Laser- LA

2 Small Lasers- RA

1 SRM 4- LT

1 Ammo (LRM 5)- LT

1 Ammo (SRM 2)- LT

2 Heat Sink- CT

1 Heat Sink- H

BAR-1K Bombard

Mass: 35 tons

Chassis: Blackwell 422 Light

Power Plant: GM 140

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: none

Jump Capacity: none

Armor: Star Guard

Armament:

1 Luxor Devestator Autocannon

1 Blackwell 5 cm Medium Laser

Manufacturer: Blackwell Industries

Communication System: Faust/Calliope FM-4

Targeting and Tracking System: O/P 1078

Overview:

Long dissatisfied with the performance of the UrbanMech, House Kerensky contracted Blackwell Industries early in the First Succession War to construct a new light, cheap urban defense 'Mech to serve in the dense cities and urban forts of the Hegemony's border worlds. Unfortunately for the Hegemony, it was not until the First War had nearly ended that Blackwell finished work on its prototype urban defense 'Mech. However, the strange, but nevertheless potent BAR-1K Bombard proved itself worthy in the Second Succession War, defending the Hegemony's fortified cities against Kurita, Steiner and Marik incursions.

Named for the first, crude black powder cannon used on Terra some 1,600 years ago, the Bombard is designed to be a simple, reliable and powerful unit able to take on most comers at close range, such as is typical of urban engagements. Knowing that they were designing a replacement for the UrbanMech, the Bombard focuses much more on speed, mounting a larger 140-class fusion engine to give it twice the ground speed of the UrbanMech. And although it lacks jump jets or comparable armor belts, the Bombard is much better armed. Based on the Wasp frame, the heavier Bombard mounts a deadly class 20 autocannon in the right arm with two tons of ammunition, giving it more than enough shells for a protracted battle. As a backup the 'Mech mounts a single medium laser in a center torso mount, ensuring that the MechWarrior always has something to fight with if need be. In urban settings and enclosed terrain the Bombard is deadly, but overall it lacks the speed or armor to fight in open terrain. Still, the Bombard's increased speed gives it a chance to escape if caught in the open.

One of the key reasons for the delay in Bombard production were the structural problems that crept up in the frame. Mounting such a large weapon (a weapon that weights almost half as much as the entire 'Mech) put severe stress on the shoulder actuators and gyro, not to mention produced an extremely unbalanced design. Ultimately, engineers were forced to spread out the cannon's criticals between the right arm and torso as well as carefully counterweight the left torso with the ammunition bays and heat sinks. Even then, engineers finally had to design special engine mounts that forced the 'Mech's fusion engine to "lean" to the left, counterbalancing the cannon's weight. Despite these flaws however, the Bombard has proven itself to be a rugged and reliable design when deployed for urban defense.

Several locally produced variants of the Bombard exist across Hegemony space. The 2K, which replaces the Luxor autocannon with a pair of light Whirlwind-L class 2 cannons and extra armor plating, serves as a long-range sniper and anti-aircraft platform within an urban garrison. The 2KJ maintains the twin light autocannons but mounts jump jets in place of extra armor. The most radical modification is the 2F which downgrades the autocannnon to a Pontiac 50, freeing up tonnage for a jump jet assembly and replacing a ton of ammunition with a flamer system. These units are devastatingly effective against infantry and vehicles while still retaining good anti-'Mech firepower and higher maneuverability.

Type: Bombard

Technology Base: Star League

Tonnage: 35 tons

Equipment/Mass

Internal Structure- 3.5 tons

Engine- 140- 5 tons

Heat Sinks- 10- 0 tons

Gyro- 2 tons

Cockpit- 3 tons

Armor Factor 4.5 tons

Head- 9

Center Torso- 8/5

R/L Torso- 8/3

R/L Arm- 6

R/L/ Leg- 8

Weapons and Ammo

1 Autocannon/20- RA/RT

1 Medium Laser- CT

2 Ammo (AC/20)- LT

5 Heat Sinks- LT

CLNT-3-2T Clint

Mass: 40

Chassis: Blackwell 692 Medium

Power Plant: GM 200

Cruising Speed: 54.0 kph

Maximum Speed: 86.4 kph

Jump Jets: Andoran Model JJII

Jump Capacity: 120 meters

Armor: Durallex Medium

Armament:

1 Pontiac 50 Autocannon

2 Martel Medium Lasers

Manufacturer: Blackwell Industries

Communication System: Raldon R1

Targeting and Tracking System: Sloane 220 Lockover System

Overview:

When it was originally produced by Andoran Industries as part of the Star League Armament Act, the Clint was conceived as a smaller, faster cousin to the larger units like the Centurion and, as such the first 20 prototypes carried a large, medium-heavy autocannon. However, stress problems and weight issues forced this design to be abandoned, and the Clint that entered production instead mounted a smaller Armstrong autocannon and a larger power plant. By the end of the Amaris War, all 10 of the surviving prototypes were in the hands of House Kerensky. Most were pressed into service, despite their flaws, in the First Succession War where poor performance doomed most of them to destruction, while the remaining units put into storage to be stripped for parts as needed. Decades later, Blackwell Industries brought these prototypes back out of storage and began to study them. Seeking to increase the firepower of the venerable Clint, Blackwell was ultimately able to overcome the problems of the older prototypes by sacrificing speed. By mounting a smaller GM 200 engine, enough weight was saved to carry the larger cannon and reinforce the shoulder actuators that had previously been unable to carry the load of the larger weapon. By also reducing the new 3-2T's jump capacity the small ammunition reserves which had also long plagued the Clint were enlarged to allow for protracted battles.

The new CLNT-3-2T is a curious hybrid design, a series of compromises that allow the machine to carry heavier weapons. And despite the much higher damage curve and increased battlefield endurance that this new model offers, many of the sacrifices required have left more than a few MechWarriors leery of the design. The reduced speed and maneuverability of the 3-2T coupled with its lack of long-ranged weapons and relatively thin armor may ultimately doom this refit.

Type: Clint

Technology Base: Star League

Tonnage: 40

Equipment/Mass

Internal Structure- 3 tons

Engine 200 –8.5 tons

Heat Sinks 10- 0 tons

Gyro- 2 tons

Cockpit- 3 tons

Armor Factor- 4.5 tons

Head- 9

Center Torso- 11/4

R/L Torso- 6/4

R/L Arm- 6

R/L/ Leg- 8

Weapons and Ammo

1 Autocannon/10- RA

2 Ammo (AC/10)- RT

1 Medium Laser- LT

1 Medium Laser- CT

1 Jump Jet- RT

1 Jump Jet- LT

1 Jump Jet- RL

1 Jump Jet- LL

1 Heat Sink- H

STN-K-2H Sentinel

Mass: 40

Chassis: Blackwell 707 Medium

Power Plant: GM 240

Cruising Speed: 64.8 kph

Maximum Speed: 97.2 kph

Jump Jets: none

Jump Capacity: none

Armor: Valiant Lamellor

Armament:

1 Whirlwind Autocannon

2 Krupp Model 3 Medium Lasers

1 Starflash Small Laser

Manufacturer: Blackwell Industries

Communication System: StarLink/Benicia Model AS829G

Targeting and Tracking System: Targa-7, VidCom-17

Overview:

Rare on the modern battlefield, the Sentinel was first conceived by House Steiner as a support 'Mech able to operate in conjunction with armor and infantry as well as a household guard for Steiner holdings and facilities. Thanks to some flaws in its armament and its usage in front-line battle, the Sentinel suffered disproportionate losses in the First Succession War and is now more an heirloom than a weapon of war. However, House Kerensky was able to capture a number of these units and felt the design had promise. All in all, for a 40 ton BattleMech the Sentinel has a great deal in its favor. High speed, relatively thick armor compared to its brethren, a solid main gun, and a highly effective electronics suite. However, the Sentinel primarily came to be considered a lackluster fighting vehicle because of its lack of effective secondary weapons and almost complete lack of energy-based weapons. In response Blackwell (placed in charge of the conversion project) devised a simple, effective field upgrade that required no major modifications and increased the Sentinel's firepower considerably.

The 2H's main weapon is still a class 5 autocannon, though now mounting a Hegemony designed Whirlwind model, with two tons of ammunition, giving it more than enough shells for even the most protracted battles. For close in work, however, the systems were modified extensively. The old Holly SRM-2 Launcher, long noted as being underpowered and unreliable, was removed and replaced with a pair of Krupp Model 3 medium lasers. In addition, the laser mounts were specifically designed to be mounted in the existing missile tubes, ensuring that the visual profile remained virtually identical and reducing conversion time. These weapons have the same range as the SRM system, but can do 2.5 times more damage in a single volley and are not ammunition dependent. As a backup weapon, a Starflash small laser was retained as an anti-personnel measure, as the 2H is still listed as an infantry and vehicle support 'Mech.

As an infantry support weapon or medium scout the 2H Sentinel excels. With good armor protection and high speed, the Sentinel is capable of keeping pace with all but the fastest APCs and tanks, while still taking a beating. The Whirlwind autocannon is a good, reliable weapon capable of dishing out a healthy amount of damage at a respectable range and is more than enough to attract an enemy's attention while tank and infantry assets deploy for a close assault. Should the Sentinel be forced into close range, the well-hidden twin medium lasers can be devastating, especially when backed up by tank and infantry assaults. On its own, the Sentinel has the firepower to take on 'Mechs of comparable weight class or lighter, while having enough speed to flee anything larger than itself. In addition the Sentinel mounts enough heat sinks to use all of its speed and weapons without fear of overheating.

Of special note is the Sentinel's electronics bay. The powerful Targa-7, Vidcom-17 system is second only to the powerful Tek and Sloane systems and ensures that the 'Mech hits what it shoots at. In addition the reliable StarLink/Benicia Model AS829G comm. System allows the Sentinel to serve both as a communications hub for an infantry/tank formation or as a long range scout.

Type: Sentinel

Technology Base: Star League

Tonnage: 40

Equipment/Mass

Internal Structure- 4 tons

Engine 240 – 11.5 tons

Heat Sinks 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 6 tons

Head- 9

Center Torso- 12/7

R/L Torso- 10/5

R/L Arm- 8

R/L/ Leg- 11

Weapons and Ammo

1 Autocannon/5- LA

2 Medium Lasers- RT

1 Small Laser- RT

2 Ammo (AC/5)- LT

1 Heat Sink- H

VL-3K Vulcan

Mass: 40 tons

Chassis: Bergan Medium

Power Plant: GM 240

Cruising Speed: 64.8 kph

Maximum Speed: 97.2 kph

Jump Jets: Model 9 Pitban

Jump Capacity: 180 meters

Armor: StarGuard I

Armament:

1 Blackwell 5 cm Medium Laser

1 Firestorm Flamer

8 SperryBrowning Machine Guns

Manufacturer: Bergan Industries

Communication System: Hartford 200S

Targeting and Tracking System: Hartford TA10

Overview:

Originally designed in the waning days of the Star League as an anti-infantry/anti-insurgent unit, the Vulcan, while effective in that role, suffered from inclusion of several BattleMech scale weapons which limited the amount of anti-personnel fire available to pilots. While the machine had performed well during the Amaris Civil War, most felt that the 'Mech's diverse weapon systems prevented the Vulcan from specializing in anything and created a classic, "jack of all trades, master of none." As such, in the hell of the First Succession War, House Kerensky set about refitting its Vulcans to better deal with the massed infantry assaults common to urban warfare. With those needs in mind, Bergan set about to create an urban defense 'Mech geared entirely toward anti-personnel operations.

As fast and maneuverable as its predecessor, the 3K drops the light autocannon used on the original model and in its place carries 2.5 additional tons of armor and a much heavier array of anti-personnel weapons. The Firestorm flamer was retained, giving the Vulcan the ability to function as an incendiary unit that could also be used as an anti-building or anti-vehicle measure to force infantry out of hiding. To maintain some anti-'Mech capabilities a powerful and reliable Blackwell 5 cm medium laser was moved to the left arm where it replaced the machine gun mounted there, giving the pilot a wider firing arc. The core of the new design, however are the 8 SperryBrowing heavy machine guns with two tons of ammunition.

As an anti-'Mech weapon the Vulcan, more often than not, has to flee rather than fight should it encounter anything other than a light 'Mech, but it generally has the speed and armor to escape relatively unharmed in those circumstances. As an anti-personnel 'Mech, however, the 3K is truly a terror. With an extended ammo supply and eight torso mounted machine guns, two of which are on an aft arc, the Vulcan pilot can tear through crowds and infantry formations like a buzzsaw. In the company of other, more heavily armed units the Vulcan is a very effective weapon. In situations like riot duty, crowd control, and infantry mop up few 'Mechs can match the 3K's effectiveness.

A single anti-'Mech variant of the 3K Vulcan exists. This machine replaces the class 2 autocannon with a Magna Mark III large laser and two additional heat sinks. Despite some heat problems with the unit, it is an impressive weapon's platform against other 'Mechs, while still being effective against infantry and free of its major ammunition requirements.

Type: Vulcan

Technology Base: Star League

Tonnage: 40 tons

Equipment/Mass

Internal Structure- 4 tons

Engine 220- 11.5 tons

Heat Sinks 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 7.5 tons

Head- 9

Center Torso- 15/6

R/L Torso- 14/4

R/L Arm- 12

R/L/ Leg- 15

Weapons and Ammo

1 Flamer- RA

1 Medium Laser- LA

3 Machine Guns- RT

1 Machine Guns- RT(R)

3 Machine Guns- LT

1 Machine Gun- LT(R)

1 Ammo (MG)- LT

1 Ammo (MG)- RT

2 Jump Jets- RT

2 Jump Jets- LT

2 Jump Jets- CT

1 Heat Sink- H

BSM-1K Bushmaster

Mass: 45 tons

Chassis: MS-79 Light

Power Plant: GM 270

Cruising Speed: 64.8 kph

Maximum Speed: 97.2 kph

Jump Jets: Northrup 750

Jump Capacity: 180 meters

Armor: Riese-456

Armament:

1 Kreuss Particle Projection Cannon

1 Omicron 3000 Medium Laser

Manufacturer: General Mechanics

Communication System: O/P 500A

Targeting and Tracking System: Tek LOR T13d

Overview:

A common sight in the various BattleMech units of the Hegemony, the blocky form of the BSM-1K Bushmaster never fails to send a shiver down the spines of recon pilots. Also known as the Headhunter, the Executioner, the Gunslinger and "the last thing you'll never see" the BSM-1K is designed for one purpose and one purpose only: to hunt down and destroy light 'Mechs. In short, the Bushmaster is the THDF's premier recon hunter and is generally found only in the hands of elite pilots, a fact that only further reinforces the machine's reputation for murderous efficiency and deadly accuracy. Indeed, given that many Bushmaster pilots are graduates of the infamous Gunslinger Program, stories of the accuracy this 'Mech can achieve with its heavy particle cannon are not as greatly exaggerated as some might believe.

Loosely (very loosely) based on the original frame for the Clint, the Bushmaster was designed with a very specific set of goals in mind. Namely, the THDF wanted a unit with solid armor protection and good firepower with the speed and maneuverability to stand with most light 'Mechs on the field. A difficult challenge, but General Mechanics succeeded with the first BSM-1K. Designed to be as fast and maneuverable as light units like the Wasp or Javelin while retaining a full load of jump jets, the Bushmaster can keep pace with most light units and in the medium category is only outperformed by a few units like the Assassin. In addition, its Kreuss Particle Cannon, mounted as a rifle-like assembly on the machine's right arm, is an exceptionally accurate design. Gyroscopically stabilized and balanced, and capable of being braced, the PPC is highly accurate and one or two solid hits can easily disable or destroy a light 'Mech, and even worry a medium or heavy machine. This has been a somewhat controversial decision, however. Mounting such a heavy weapon the Bushmaster possesses only a single secondary weapon should it be forced into close combat. In addition, the heat sinks are not entirely adequate to manage the weapon's heat load if used heavily in conjunction with the full maneuverability that the 'Mech offers. GM stands behind its decision and to date the Bushmaster has performed extremely well in its appointed tasks and it's well-spoken of by its pilots, who praise its speed, range and firepower.

Still, in an attempt to deal with the deficiencies of the particle cannon, the Bushmaster mounts the highly accurate (and rare) Tek LOR T13d targeting and tracking system originally used on the Exterminator. Mounted as a visor-like band above the 'Mech's cockpit, the Tek system is able to calculate numerous battlefield variables, many of which are not taken into account by most targeting systems, and ensure a solid lock. This, in addition to its deployment as an elite machine, ensures that the Bushmaster well earns its moniker. In short, while the pilot must be careful not to fire wildly, the LOR T13d ensures that she will not have to in most circumstances.

Type: Bushmaster

Technology Base: Star League

Tonnage: 45 tons

Equipment/Mass

Internal Structure- 4 tons

Engine 270- 14.5 tons

Heat Sinks 12- 2 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 7 tons

Head- 9

Center Torso- 15/6

R/L Torso- 12/5

R/L Arm- 12

R/L/ Leg- 12

Weapons and Ammo

1 PPC- RA

1 Medium Laser- H

3 Jump Jets- RT

3 Jump Jets- LT

3 Heat Sinks- LT

HTC-4K Hatchetman

Mass: 45 tons

Chassis: Blackwell 700 Medium

Power Plant: GM 225

Cruising Speed: 54 kph

Maximum Speed: 86.4 kph

Jump Jets: Luxor 2/Q

Jump Capacity: 150 meters

Armor: Durallex Medium

Armament:

1 Sunglow Large Laser

2 Krupp Model 3 Medium Lasers

Manufacturer: Blackwell Industries

Communication System: Thalia HM-22

Targeting and Tracking System: Aries-8a

Overview:

Although technically a Lyran Commonwealth design (indeed one of the few new designs being produced in the Successor States), the Terran Hegemony was able to obtain a lance of Hatchetmen in the year leading up the Forth Succession War. Noting unusual traffic between the two realms, HIC agents were able to intercept a Federated Suns diplomatic carrier that had suffered engine damage and required repairs. While inspecting the ship, technicians stumbled upon the four 'Mechs hidden in the vessel's cargo bays. As the official manifests did not list 'Mechs, and the transportation of war materials upon diplomatic ships was forbidden by several treaties with the Hegemony, House Kerensky seized the 'Mechs then sent the ship on its way. The curious machines were immediately shipped to Outreach and turned over to Blackwell Industries for study. Impressed overall by this new design, especially the inclusion of purpose-built melee weaponry, Blackwell felt there was much to be gained by producing a version of the Hatchetman for the THDF. However, the slow speed, thin armor, and fragile construction of the original Steiner version would need to be addressed before House Kerensky would adopt the design.

The 4K model that saw use by the THDF during the Fourth War (much to the shock of Federated Suns and Lyran Commonwealth troops) addresses these problems by totally revamping the weapons systems. The powerful and reliable Defiance Autocannon that had been the centerpiece of the Hatchetman's firepower was removed and replaced with a Sunglow large laser, giving the unit a nearly identical damage curve at a longer range while at the same time eliminating ammunition concerns. This also freed up enough space to enlarge the engine to a GM 225, mount two extra heat sinks and thicken the armor belt by 3.5 tons, greatly increasing the range and survivability of the design. While the Kerensky variant does run hotter if the pilot is not careful the overall package is still highly effective. The 4K now has the speed to escape or keep pace with anything heavier than itself and to catch almost anything in its own weight class as well as the range to strike down lighter units. Combined with its greatly enhanced ability to absorb punishment and the brutal effectiveness of its hatchet, the 4K has proven to be a powerful addition to the THDF.

Type: Hatchetman

Technology Base: Star League

Tonnage: 45

Equipment/Mass

Internal Structure- 4.5 tons

Engine 225 –10 tons

Heat Sinks 12- 2 tons

Gyro- 2 tons

Cockpit- 3 tons

Armor Factor- 10 tons

Head- 9

Center Torso- 20/8

R/L Torso- 16/6

R/L Arm- 14

R/L/ Leg- 22

Weapons and Ammo

1 Hatchet- RA

1 Large Laser- RT

1 Medium Laser- RA

1 Medium Laser- LA

2 Jump Jets- RL

2 Jump Jets- LL

1 Jump Jet- CT

3 Heat Sink- LT

WVE-4K Wyvern

Mass: 45 tons

Chassis: Blackwell 692 Medium

Power Plant: GM 225

Cruising Speed: 54.0 kph

Maximum Speed: 86.4 kpg

Jump Jets: Northrup750

Jump Capacity: 120 meters

Armor: Kilosh 1000

Armament:

1 Nightwind Large Laser

1 Nightwind Medium Laser

2 Starflash Small Lasers

1 Conan/S LRM 5 Launcher

1 Totschlagen SRM 6 Launcher

Manufacturer: Blackwell Industries

Communication System: Ostmann AMB

Targeting and Tracking System: Scrambler-7 Series

Overview:

A truly ancient design which is rare outside of the Terran Hegemony, those who have piloted the Wyvern either love it or hate it. In its element (a city, industrial facility, or closed in terrain) the trade-off of speed for firepower made the 45 tonner one of the best 'Mechs in its weight class, but outside these areas the Wyvern's slow speed makes it a liability. Moreover the Wyvern's primary role of urban defense, garrison duty, and riot control is distasteful to most MechWarriors. Despite this, a large number of Wyverns remain in House Kerensky's hands and efforts were made to expand and enhance their functions as well as address key concerns and long-standing technical problems with the 'Mech. The largest of these was the heat problems associated with the Jackson Dart-10 LRM system originally mounted in the 'Mech's center torso. For reasons not clearly understood, heat bleed-off from the launcher tended to overheat the engine. What evolved from Blackwell's experiments was radically different. Engineers opted to completely remove the Jackson system and replaced it with a more compact and reliable Conan/S LRM 5 rack, which allowed them to move a heat sink into the center torso to absorb the heat bleed-off, effectively solving the overheat problem.

Realizing that this feed up several free tons to play with, Blackwell opted to address the most glaring flaw in the Wyvern's design: a lack of speed for a 'Mech of its size. Utilizing this extra space, engineers upgrade the fusion plant to a GM 225, which in turn increased the maximum speed of the 'Mech from 65kph to 86kph. Rather than expanding the jump jet capacity to match, the remaining free ton was used to install an additional laser, a Nightwind medium, on the left wrist to enhance the unit's firepower and offer an additional, ammo-independent, mid-range anti-'Mech weapon. This variant has now completely redefined the Wyvern's role within the THDF. The new unit's speed/ armor/firepower ratio is now favorably comparable to the Crab, meaning that the new WVE-4K can function effectively as a raider and heavy scout in addition to its traditional urban defense duties. Moreover, this increased speed, coupled with jump jets, allows the unit to access terrain even lighter 'Mechs might not be able to, and bring to bear the firepower necessary to hold it. Although losing some of its long range firepower, the downgrade of the LRM system is considered a small loss by most Wyvern pilots in exchange for the elimination of the long standing heat problems and increased maneuverability.

Type: Wyvern

Technology Base: Star League

Tonnage: 45 tons

Equipment/Mass

Internal Structure- 4.5 tons

Engine 225 – 10 tons

Heat Sinks 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 8.5 tons

Head- 9

Center Torso- 18/7

R/L Torso- 14/5

R/L Arm- 12

R/L/ Leg- 20

Weapons and Ammo

1 Large Laser- RA

2 Small Lasers - RA

1 Medium Laser- LA

1 LRM 5- CT

1 SRM 6- RT

1 Ammo (LRM 5)- RT

1 Ammo (SRM 6)- RT

1 Jump Jet- RT

1 Jump Jet- LT

1 Jump Jet- RL

1 Jump Jet- LL

1 Heat Sink- CT

CLN-5K Chameleon

Mass: 50 tons

Chassis: Enran TXS2A

Power Plant: GM 250

Cruising Speed: 54.0 kpg

Maximum Speed: 86.4 kph

Jump Jets: McCloud Specials

Jump Capacity: 120 meters

Armor: Durallex Medium

Armament:

1 Blackwell 8cm Heavy Laser

2 Blackwell 5cm Medium Lasers

2 Blackwell 3cm Light Lasers

2 ScatterGun Light Machine Guns

Manufacturer: Blackwell Industries

Communication System: JoLex Systems

Targeting and Tracking System: Optisight-12

Overview:

Designed in the early 2500s as a training 'Mech, much like the more infamous Crockett, the Chameleon is a familiar sight to most MechWarriors. Many began their training in BattleMech piloting in a Chameleon and, as a rugged, reliable, and fairly well armed and armored machine, the 'Mech has served well in this capacity. However, much like the Crocket, House Kerensky felt that the versatility and power of the Chameleon would make it possible to produce a front-line unit. Unfortunately, while reliable as a trainer, as a front-line BattleMech the Chameleon is more laughable than powerful. While fast for its weight with a maximum speed of 95.9 kph and a jump capacity of 180 meters, the original Chameleon wastes too much weight on engine and, as such, does not mount sufficient armor or heat sinks to effectively make use of its weapons and maneuverability. In line with other refits, Blackwell chose to sacrifice speed in favor of combat capabilities. Downgrading the engine to a GM 250, sacrificing two jump jets, and removing one of the small lasers, engineers were able to save enough tonnage to mount four additional tons of armor and four more heat sinks. While now only having a maximum speed of 86.4 kph, the Chameleon now has enough armor and a large enough cooling circuit to effectively make use of its weapons in combat.

The centerpiece of the 5K's firepower remains the large laser mounted in the right arm, now utilizing a more compact Blackwell design. As backup, two Blackwell 5cm medium lasers ride on left wrist with two Blackwell 3cm small lasers in the left torso as well as two ScatterGun Light machine guns in the center torso to provide anti-infantry fire. Although relatively lightly armed in comparison to other 50 tons 'Mechs, which reduces the effectiveness of the Chameleon in a standup fight, when coupled with the machine's formidable armor, relatively high speed, jump jets, and adequate cooling circuit the new 5K comes into its own. Most effective as a raider or headhunter unit, the 5K has an almost indefinite operational capacity as it relies almost exclusively on energy weapons. In addition, as the Chameleon is such a well-known machine the capabilities of the 5K often confound enemy units.

Type: Chameleon

Technology Base: Star League

Tonnage: 50

Equipment/Mass

Internal Structure- 5 tons

Engine 250 –12.5 tons

Heat Sinks 14- 4 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 11 tons

Head- 9

Center Torso- 24/8

R/L Torso- 18/6

R/L Arm- 16

R/L/ Leg- 24

Weapons and Ammo

1 Large Laser- RA

2 Medium Lasers- LA

2 Small Lasers - LT

2 Machine Guns- CT

1 Jump Jet- RT

1 Jump Jet- LT

1 Jump Jet- RL

1 Jump Jet- LL

1 Heat Sink- RL

1 Heat Sink- LL

2 Heat Sinks- LT

TBT-6K Trebuchet

Mass: 50 tons

Chassis: Corean Model 9C

Power Plant: GM 250

Cruising Speed: 54.0 kph

Maximum Speed: 86.4 kph

Jump Jets: None

Jump Capacity: None

Armor: Starshield

Armament:

1 Zeus 15-Rack Long-Range Missile Launcher

2 Holly 6-Pack Short Range Missile Launchers

2 Magna Mk. II Medium Lasers

Manufacturer: General Mechanics

Communication System: TransBand-9J

Targeting and Tracking System: Tek Tru Track

Overview:

Serving as a heavy-hitting mainline unit since its inception in 2780, the Trebuchet has long been considered a powerful and effective unit. Like the lighter Whitworth and heavier Dervish, the Trebuchet has served as a medium weight fire-support 'Mech capable of producing heavy fire while still retaining the speed to keep pace with units too light to utilize the more ponderous Archers and Crusaders. However, as a stand-alone 'Mech the Trebuchet is only marginally effective. The twin Zeus LRM 15 racks, while powerful, do not have enough ammunition to provide sustained fire and the secondary weapons are, all too often, too light to deal with heavier 'Mechs. Seeking to redesign their Trebuchet's to function as generalists, capable of dishing out heavy firepower at all ranges, General Mechanics produced this refit of the ancient Trebuchet for use by House Kerensky.

To achieve this goal, GM chose to essentially merge elements of the standard 5N Trebuchet with the short-range firepower of the rarer 5J variant. The end result was the TBT-6K. In order to maintain the 6K's long-range firepower in some capacity, the torso-mounted Zeus LRM 15 rack in the right torso is maintained, but now the system carries two tons of ammunition, effectively doubling its battlefield endurance. For close range firepower, the second LRM 15 mounted on the left arm was removed and replaced with a pair of Holly SRM 6 racks also carrying two tons of ammunition. For energy based backup and close to mid-range work, the 6K carries two Magna Mk. II medium lasers in the right arm in side-by-side configuration. The third laser found on the left wrist of the 5N was dropped in order to accommodate this additional firepower.

While the new 6K can still function as a fire support 'Mech as part of a larger unit, it can no longer produce the devastating waves of missile fire the TBT-5N was known for. Still, the LRM 15 system is very effective against light and medium machines and as part of a mixed lance is still a danger to heaver 'Mechs. At medium to close ranges the 6K is absolutely deadly, however. While the LRMs can still worry the enemy, the combined SRM fire of the twin launchers produces incredibly devastating damage spreads. The twin medium lasers are generally reserved for the finishing stroke, or for short-range combat.

Type: Trebuchet

Technology Base: Star League

Tonnage: 50

Equipment/Mass

Internal Structure- 5 tons

Engine 250 –12.5 tons

Heat Sinks 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 7.5 tons

Head- 9

Center Torso- 22/7

R/L Torso- 11/5

R/L Arm- 10

R/L/ Leg- 15

Weapons and Ammo

1 LRM-15- RT

2 SRM-6- LA

2 Medium Lasers- RA

2 Ammo (LRM-15)- RT

2 Ammo (SRM-6)- LT

DV-6K Dervish

Mass: 55 tons

Chassis: Kong Model 55 Medium

Power Plant: GM 275

Cruising Speed: 54.0 kph

Maximum Speed: 86.4 kph

Jump Jets: Swingline X-1000

Jump Capacity: 150 meters

Armor: Maximilian 105

Armament:

2 Delta Dart LRM-5 Launchers

2 Totschlagen-6 SRM Launchers

2 ChisComp 39 Medium Lasers

Manufacturer: Kong Interstellar

Communication System: Achernar Electronics HID-21

Targeting and Tracking System: Federated Hunter Mk. 2

Overview:

One of the last 'Mechs designed to serve in large numbers in the SLDF, countless thousands of Dervishes saw service in the Amaris War and hundreds still remained in the service of House Kerensky afterwards. Long the plodding workhorse of the Successor States, the Dervish has served the Inner Sphere long and hard, and by and large it has served well. As something of a poor man's Archer the Dervish is fast, maneuverable, hard-hitting and capable of operating as a fire support platform among faster units that might not be able to deploy heavier Crusaders and Archers. However, despite all of its strengths the Dervish has one fatal flaw: the relative lightness of the armor. In the face of the increasingly powerful and deadly weapon in use on 31st century battlefields, the Dervish has had difficulty keeping up. Most attempts to improve the survivability of the unit have been a failure and most Successor States, with the exception of House Davion and House Kerensky, had abandoned the design.

However, House Kerensky saw a great deal of potential still in the Dervish and has produced a revolutionary variant that has breathed new life into the ancient design. The Kerensky variant, the 6K, opts to reject conventional wisdom and redefine the Dervish as a close support unit. The new models produced by Kong completely remove the existing missile systems and revamped them totally. The twin, arm mounted Federated 2-Shot SRM pods instead hold Delta Dart LRM 5 systems carefully placed in the old missile ports, though this requires some modification of the "hands" in order to accommodate the extra tubes. In place of the torso mounted Federated 10-Shot LRMs are twin Totschlagen-6 SRM systems, chosen for their ability to withstand the stress of being mounted on jumping BattleMechs. The original ChisComp 39 medium lasers are retained in their existing mount to provide backup firepower. This arrangement, which carries the same ammo payload as the 6M, frees up enough tonnage to mount an additional 2 tons of armor, greatly increasing the unit's survivability and allowing it to make use of its new short range weapons.

At long range the 6K suffers, kicking out only the half the damage of its predecessor, but with double the ammunition, 24 reloads for each launcher, this is technically evened out. Still the Dervish can do a respectable amount of damage, and if a pilot carefully uses both launchers in a volley he may be able to convince opponents that he is facing a standard model. Normal tactics for engaging a Dervish are to close the range immediately and exploit the weaker close in weapons and thin armor, but at close range the 6K brings to bear some truly nasty surprises. The twin SRM 6 racks, with a ton of ammo each, can produce devastating damage spreads against light and medium units, especially after having run the gauntlet of LRM fire. If the missiles aren't enough the twin medium lasers and heavy armor usually are. Standard doctrine in the THDF is to mix the newer 6K with older 6M models and other light missile boats into multi-range bombardment lances.

Type: Dervish

Technology Base: Star League

Tonnage: 55

Equipment/Mass

Internal Structure- 5.5 tons

Engine 275 –15.5 tons

Heat Sinks 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 9.5 tons

Head- 9

Center Torso- 22/5

R/L Torso- 18/5

R/L Arm- 15

R/L/ Leg- 20

Weapons and Ammo

1 LRM-5- RA

1 LRM-5- LA

1 SRM-6- RT

1 SRM-6- LT

1 Medium Laser- RA

1 Medium Laser- LA

1 Ammo (LRM 5)- RT

1 Ammo (LRM 5)- LT

1 Ammo (SRM 6)- RT

1 Ammo (SRM 6)- LT

2 Jump Jets- RL

2 Jump Jets- LL

1 Jump Jets- CT

GRF-1K Griffin

Mass: 55 tons

Chassis: GM GF-55

Power Plant: GM 275

Cruising Speed: 54.0 kph

Maximum Speed: 86.4 kph

Jump Jets: Rawlings 55

Jump Capacity: 150 meters

Armor: Starshield A

Armament:

1 Fusigon Particle Projection Cannon

1 Holly Six-Pack SRM Launcher

2 Magna Mark II Medium Lasers

Manufacturer: General Mechanics

Communication System: Neil 6000

Targeting and Tracking System: Octagon Tartrac, System C

Overview:

First put into production in 2492, the Griffin was conceived as a companion to the Shadow Hawk on which it is loosely based. Considered a heavy 'Mech at that time, the Griffin has since been superseded by heavier and better-armored vehicles. However, the design remains popular as a long-range support unit in medium lances. In that role, the Griffin's armament is limited yet powerful. Its hand-held Fusigon PPC can inflict heavy damage at long ranges. This, combined with the drum-mounted Delta Dart LRM ten-rack, allows the Griffin to hit hard at long or medium ranges. Unfortunately, the Griffin is not equipped for close combat and must rely on other 'Mechs of its unit to provide most of the effective short-range fire. Given that the THDF already possesses a number of highly effective fire-support units, efforts were made to modify the Griffin to serve a more generalist role in a lance.

One of the Griffin's main advantages, its high maneuverability relative to its tonnage, is retained through the use of a 275 rated fusion engine and a set of Rawlings 55 jump jets. In addition, the Griffin's defensive armor is substantial and the use false armor baffles along the shoulder assemblies and knees gives additional, yet limited, protection to the missile drum, the head/cockpit area and the knee joint actuator assembly. However, in other ways the Kerensky variant of the Griffin, the GRF-1K is very different from its predecessor. The PPC remains the unit's main weapon, and its sole source of long-range firepower, but the old LRM system was removed entirely. In its place, a single Six Pack of short range missiles and a pair of wrist-mounted medium lasers stand. While this assembly is no longer truly capable of fire support in the classic sense, it can still lay down a withering hail of long-range fire. More importantly, the powerful secondary weapons give the 'Mech the ability to engage in close combat with a high degree of success and allow pilots to exploit the great rents that the PPC gouges in the enemy armor.

Unfortunately, as with many other early 'Mechs, the Griffin has a serious problem with overheating. A problem that has not been solved by the 1K refit; indeed, in some ways the problem has been made worse by the inclusion of laser weaponry. Because the 'Mech is still fitted with too few heat sinks for its large-caliber armament, a Griffin pilot is usually faced with the choice of either firing or fleeing. In most cases, he simply cannot do both without risking dangerous levels of heat build-up.

Type: Griffin

Technology Base: Star League

Tonnage: 55

Equipment/Mass

Internal Structure- 5.5 tons

Engine 275 –15.5 tons

Heat Sinks 13- 3 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 9.5 tons

Head- 9

Center Torso- 20/7

R/L Torso- 20/6

R/L Arm- 14

R/L/ Leg- 18

Weapons and Ammo

1 PPC- RA

2 Medium Lasers- LA

1 SRM-6- RT

1 Ammo (SRM 6)- RT

2 Jump Jets- RT

2 Jump Jets- LT

1 Jump Jet- CT

1 Heat Sink- CT

1 Heat Sink- H

SHD-1N-K Shadow Hawk

Mass: 55 tons

Chassis: GM SH-55

Power Plant: GM 275

Cruising Speed: 54.0 kph

Maximum Speed: 86.4 kph

Jump Jets: Northrup Nova Leap 30a

Jump Capacity: 150 meters

Armor: Starguard II

Armament:

1 Selitex Radionic Large Laser

1 Martel Model 5 Medium Laser

1 Delta Dart LRM-10 Launcher

Manufacturer: General Mechanics

Communication System: O/P COMSET 300

Targeting and Tracking System: O/P 2000A

Overview:

One of the most widespread and well-known BattleMechs of all times, the Shadow Hawk has served as a multi-purpose war machine and the rookie ride of choice for centuries. A true "jack of all trades," the Shadow Hawk is a heavy, medium unit with good speed and maneuverability coupled with diverse weapons systems that allow it to operate at all ranges. But as successful and widespread as the machine is, it has a number of problems associated with its armament that were recognized even during the Star League. Although equipped with numerous weapons that give the machine firepower at all ranges, none of these weapons is particularly powerful; moreover that Shadow Hawk's almost complete dependency on ammunition limits it tactically and has led some to label it a, "cookoff waiting to happen." Virtually every House has designed a variant of the Shadow Hawk to try and solve these problems, but only the Kerensky model and the older Kurita 2K are truly effective.

The Kerensky model opts to mount a smaller number of more powerful weapons while saving tonnage for more support equipment. As such, the 1N-K replaces the Armstrong J11 autocannon with a more powerful Selitex Radionic large laser. While possessing a slightly shorter range, the laser does 60% more damage and does not require ammunition. To make up for this reduction in long-range striking power, the LRM system has been upgraded to a powerful and highly accurate Delta Dart LRM 10 system. At close range the Martel Model 5 medium laser remains the primary weapon, and the only backup, as this variant drops the Holly SRM-2 Rack for extra heat sinks and a maximized jump jet capacity.

Despite the loss of the autocannon's range, the 1N-K can theoretically perform better at long range than the 2H or equivalent models with its enlarged missile launcher that produces a comparable damage spread to the cannon at a longer range. At close range the 'Mech does suffer the loss of its SRM 2 system, but this is considered negligible by most pilots, as the removal of the system and its ammunition makes the machine much safer all around. Moreover, because of its shortened barrel length, the large laser can be more effectively used at close range as compared to the autocannon. The 1N-K's true claim to fame, though, is its increased mobility. With a full 150 meter jump jet capacity over the 2H's 90 meters, the new Shadow Hawk is fully capable of outmaneuvering and outperforming its predecessors. Also the enlarged cooling circuit gives the pilot the ability to make much more effective use of his weapons as compared to variants like the 2K.

Type: Shadow Hawk

Technology Base: Star League

Tonnage: 55

Equipment/Mass

Internal Structure- 5.5 tons

Engine 275 –15.5 tons

Heat Sinks 14- 4 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 9.5 tons

Head- 9

Center Torso- 23/8

R/L Torso- 18/6

R/L Arm- 16

R/L/ Leg- 16

Weapons and Ammo

1 Large Laser- LT

1 Medium Laser- RA

1 LRM-10- RT

1 Ammo (LRM 10)- RT

2 Jump Jets- RT

2 Jump Jets- LT

1 Jump Jet- CT

1 Heat Sink- CT

1 Heat Sink- RL

1 Heat Sink- LL

LPS-02 Lupus

Mass: 60 tons

Chassis: Blackwell 2210 Heavy

Power Plant: GM 240

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: none

Jump Capacity: none

Armor: Starshield

Armament:

2 Delta Dart LRM-10 Launchers

1 RAMTech 1200 Large Laser

3 Krupp Model 2 Medium Lasers

2 Magna Starglow Small Lasers

Manufacturer: Blackwell Industries

Communication System: Lockheed/CBM Comset 100

Targeting and Tracking System: RCA Instatrack

Overview:

Much like the lighter Jackrabbit design produced by Kong Interstellar, the Lupus is based upon an old Star League prototype that was abandoned after the Amaris War, brought out again only by the mass destruction of military technology that occurred during the Succession Wars. In many ways, though, the Lupus was a much easier 'Mech to adapt to 31st century conditions. It had never made use of advanced extralight engines or structural alloys and its weapons systems were a rather uninspired array of lasers and autocannons backed up by short-range missiles. The only real advanced piece of technology the unit possessed was a special type of myomer control device that allowed for extreme, but brief, bursts of speed. Unfortunately, even the Star League was never able to work the kinks out of the system and it failed with alarming regularity, often stalling the 'Mech or damaging its myomer bundles. Nevertheless, the extremely durable frame of the Lupus made it an easy design to refit and re-engineer.

Focusing on the vast internal space available, engineers removed the old autocannons (which had never been terribly effective on the design anyway) and instead focused on upgrading the missile systems. Blackwell's intention was to create a new missile boat to replace the venerable Archer and Crusader as well as being more durable than the aging Dervish and less dependent on ammunition for its secondary weapons. In this role, the Lupus has quickly become a favorite with fire lances as it possesses impressive long-range bombardment capabilities as well as significant close fire weapons and an array of secondary weapons completely independent of reload concerns. Although it only carries 12 reloads for each missile launcher, tests have shown that this is enough for most skirmishes and battles. More than that, most fire support units are accompanied by ammunition haulers when setting up positions. While it does not have quite the same punch as the heavier Archer, Crusader or Catapult the Lupus has nevertheless earned is place among the THDF.

The primary duty of a Lupus is to provide long-range fire support and bombardment for siege operations. To achieve this, the 'Mech is built around a pair of Delta Dart LRM 10 racks, each carrying its own reload bin, built into the shoulders of the 'Mech. To provide an additional, long-range sting the 'Mech carries a single RAMTech 1200 large laser in the left torso just below the missile system there. For closer range support three Krupp Model 2 medium lasers are scattered on the machine's arms and beneath the cockpit. Against armor already weakened by missile and heavy laser bombardment, this laser fire can be extremely deadly. To provide an extremely close range backup as well as offer a defense against infantry swarm attacks, a Magna Starglow small laser is mounted on each of the 'Mechs's arms. In its primary role as a bombardment vehicle, the Lupus is extremely effective, able to lay down concentrated patterns of fire and having enough heat sinks to maintain its missile barrage. In addition to this, the production model of the 'Mech was equipped with the RCA Instatrack system used on the Bombardier. When combined with the tight clustering effect of the Delta Dart System, the 'Mech is able to lay down murderous support fire as well as being able to effectively challenge AeroSpace fighters.

Type: Lupus

Technology Base: Star League

Tonnage: 60

Equipment/Mass

Internal Structure- 6 tons

Engine- 240 – 11.5 tons

Heat Sinks 15- 5 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 10.5 tons

Head- 9

Center Torso- 23/10

R/L Torso- 20/6

R/L Arm- 18

R/L/ Leg- 19

Weapons and Ammo

1 LRM 10- RT

1 LRM 10- LT

1 Large Laser- LT

1 Medium Laser- RA

1 Medium Laser- LA

1 Medium Laser- H

1 Small Laser- RA

1 Small Laser- LA

1 Ammo (LRM 10)- RT

1 Ammo (LRM 10)- LT

2 Heat Sink- CT

2 Heat Sink- RL

2 Heat Sink- LL

RFL-3K Rifleman

Mass: 60 tons

Chassis: Kallon Type IV Standard

Power Plant: GM 240

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: none

Jump Capacity: none

Armor: Durallex Heavy

Armament:

4 Whirlwind-L Autocannons

2 Magna Mark II Medium Lasers

Manufacturer: Kallon Industries

Communication System: Garret T11-A

Targeting and Tracking System: Garret D2j

Overview:

The first Rifleman was built for the Star League by Kallon Industries in 2505. Designed as a medium fire-support vehicle, this early model was lighter and less heavily armored than the current version, and mounted and array of medium and heavy lasers in place of the current autocannons. While praised for its ammunition independence, even the use of advanced heat sinks could not make this unit entirely effective. Somewhat shunned by the SLDF as a result, the Rifleman was eagerly acquired by various House Armies. The most common current incarnation of the Rifleman, the RFL-3N, was first built as a compromise design in the face of waning technology. Arm-mounted Imperator-A autocannon replaced the Mark III lasers, producing the familiar configuration of two medium lasers, two heavy lasers and two medium autocannon. Although designed to reduce the heat load of the Rifleman, it also it also redefined the 'Mechs's role as a fire-support and anti-aircraft unit.

Unfortunately, while popular across the Inner Sphere the RFL-3N suffers from several key problems. Lack of ammunition is the one major flaw in the Rifleman's autocannon system as the 'Mech can carry only 20 rounds, or ten for each cannon. This becomes a problem in longer campaigns, for example, where supply lines are fragile. The Rifleman's four lasers provide some compensation, but the decreased number of heat sinks carried by the 3N makes overheating an equal problem. More worrying, the Rifleman carries only a small payload of armor for a 60 ton 'Mech, indeed its rear armor is so thin it has been unfavorable compared to paper. As a result, most Successor States today deploy the RFL-3N primarily in a mobile overwatch capacity. The 3Ns hold the heights, providing long-range bombardment for the advance of the heavier 'Mechs such as Marauders or Thunderbolts. This also enables the Rifleman to function as an effective reserve, using its lasers at close range if the main advance bogs down.

In contrast, House Kerensky fields one of the most unusual refits of the Rifleman seen in the Inner Sphere today. Seen mainly in the hands of the Kerensky Militia, and only rarely among the Royal BattleMech Divisions, the RFL-3K Rifleman completely revamps the old weapon systems. The heavy lasers and autocannons are removed and replaced with a quad-mount of Whirlwind Class-L light autocannons with a total of 90 combat rounds available in the magazines. Saved weight was then applied to appreciably thickening the armor belt. While this new Rifleman no longer has the heat problems of its older versions and is far more durable, this curious design has drawn much criticism. While the Whirlwind-L cannons have the longest range of any weapon currently in use the damage they produce, even when group fired, is rather paltry. Even the lightest of 'Mechs can shrug off this damage rather easily. However, these criticisms ignore one basic fact: House Kerensky has redefined the Rifleman's use solely for defensive and anti-aircraft operations.

In this role the Rifleman shines. The four Whirlwind cannons, guided by the highly accurate Garret D2j targeting system can lay down impressive fields of flak that even the most hardened aerospace fighters might find daunting. And, with its extended magazines, the 3K has the endurance to make effective use of this system. In addition, when deployed defensively in an urban fortress or a Brian Castle, a lance of 3K Riflemen can serve not only as a highly effective AA unit, but also as direct fire-support. With their massive range, when employed from cover such a unit can lay down a murderous crossfire that enemy 'Mechs must advance through, weakening them for a close assault by other, better armed units. In this role, the thick armor, long range and high endurance of the RFL-3K has proven highly effective.

Type: Rifleman

Technology Base: Star League

Tonnage: 60

Equipment/Mass

Internal Structure- 6 tons

Engine- 240 – 11.5 tons

Heat Sinks 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 8.5 tons

Head- 9

Center Torso- 22/5

R/L Torso- 15/5

R/L Arm- 15

R/L/ Leg- 15

Weapons and Ammo

2 Autocannon/2- RT

2 Autocannon/2- LT

2 Medium Lasers- CT

1 Ammo (AC 2)- RT

1 Ammo (AC 2)- LT

1 Heat Sink- H

TDR-5K Thunderbolt

Mass: 65 tons

Chassis: Earthwerks TDR Standard

Power Plant: GM 260

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: none

Jump Capacity: none

Armor: Ryerson 150

Armament:

1 Sunglow Type 2 Large Laser

3 Diverse Optics Type 18 Medium Lasers

1 Delta Dart LRM 15

1 Bical SRM-6

Manufacturer: Earthwerks Incorporated

Communication System: Neil 8000

Targeting and Tracking System: RCA Instatrack Mark X

Overview:

The venerable Thunderbolt is a familiar and well regarded 'Mech throughout the Successor States. First produced in 2491 for the Terran Hegemony as one of the first 'Mechs designed for planetary assault, it was used extensively in assault lances throughout the Reunification War and the Amaris Civil War. Since then it has been eclipsed by heavier units, but the Thunderbolt still has a place in every Great House. Known for its heavy armament and hard-hitting assault capability, the Thunderbolt remains a favorite of many MechWarriors and its wide array of weapons and capabilities makes it able to perform many roles. As such, the Thunderbolt is respected as a tough opponent all across the Successor States.

Indeed, the Thunderbolt remains one of the best-armed units in the heavy class with a standard Sunglow Type 2 large laser backed up by an array of medium lasers, long and short range missile systems and machine guns for anti-infantry work. As such, there are very few situations or opponents that cannot be dealt with, much less match this kind of firepower. Another impressive feature is the Thunderbolt's armor belt. Although not the heaviest armor known today, it is still considered substantial, and many newer heavy 'Mechs have considerably less. With all its heavy weaponry, however, the Thunderbolt is very susceptible to heat buildup. Careful salvo firing of the Thunderbolt's weapons is a must if the vehicle is to avoid heat overload and shutdown. In many battles, commanders order their Thunderbolts into bodies of water early on, which allows them to fire more of their weapons than normal. Water holes in combat areas are always of great tactical value, but for the Thunderbolt, they are desperately needed in order to effectively utilize its entire armament.

As a result, few Houses have tried to mess with success overly and only a handful of Thunderbolt variants are seen in the Inner Sphere. House Kerensky is the producer of one such variant, although their version of the Thunderbolt, the TDR-5K is somewhat uninspired. Primarily the 5K removes the original design's machine guns and uses the extra weight to upgrade the old Bical Twin-Rack SRM system into a larger Six-Rack system. While a simple upgrade, it greatly increases the Thunderbolt's close range firepower and gives the pilots more options. While is does remove the 'Mechs ability to deal with infantry as effectively, most Hegemony strategists do not believe that heavy 'Mechs should be geared toward such roles anyway.

Type: Thunderbolt

Technology Base: Star League

Tonnage: 60

Equipment/Mass

Internal Structure- 6.5 tons

Engine- 240 – 13.5 tons

Heat Sinks 15- 5 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 13 tons

Head- 9

Center Torso- 30/11

R/L Torso- 24/6

R/L Arm- 20

R/L/ Leg- 29

Weapons and Ammo

1 Large Laser- RA

3 Medium Lasers- LT

1 LRM 15- RT

1 SRM 6- CT

2 Ammo (LRM 15)- RT

1 Ammo (SRM 6)- RT

5 Heat Sinks- LT

ST-6A Shootist

Mass: 70 tons

Chassis: Dennenbach-Mitchel Mark IV

Power Plant: GM 280

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: None

Jump Capacity: None

Armor: Durallex Heavy

Armament:

1 Deathgiver Super-Heavy Autocannon

1 Thunderbolt AM5 Large Laser

2 Starflash Medium Lasers

1 Starflash Small Laser

Manufacturer: Bergan Industries

Communication System: Dornman Echo II

Targeting and Tracking System: Wayne Marksman

Overview:

The Shootist is another old Star League-era 'Mech that survives in the service of the Terran Hegemony, if in a much reduced capacity. Although never making use of advanced engine technologies, the loss of advanced targeting and tracking gear as well as a general reduction in metallurgy knowledge has all hurt the Shootist. Nevertheless, House Kerensky has managed to keep most of this potent 'Mech's abilities intact. Originally designed as a command 'Mech with strong offensive and defensive capabilities, the Shootist has fulfilled these promises and then some. Used extensively by the SLDF in command lances, both as command units and bodyguard to more advanced command vehicles, the Shootist remained popular up until the First Succession War. Even so, this 'Mech was always somewhat rare and no Star League-era Shootists are known to still exist today. As such, the Shootist fielded by the Terran Hegemony, the 6A, is a reproduction designed during the Second Succession War to make use of less advanced technologies.

Although capable of operating at all ranges, the Shootist excels as a close combat platform. Its heavy Deathgiver autocannon is capable of shredding even the heaviest of 'Mechs in a few bursts while twin medium lasers provide excellent backup. To give the unit something of a long-range sting, a single Thunderbolt large laser in the right arm allows Shootist pilots to soften up targets at range, but standard tactics call for closing the range as quickly as possible to bring the autocannon to bear. The modern Shootist primarily suffers from heat build-up. Forced to rely upon less advanced heat sinks, pilots must be cautious not to overtax the cooling systems. In addition, the innovative cellular ammunition storage bins have also been lost to history, making internal explosion from the autocannon ammo a danger. However, the loss of these systems actually allows the modern Shootist to carry 1.5 tons more armor than its Star League predecessor. In any case, these units are most common either as part of a command lance or leading the charge of heavy and close assault lances.

Type: Shootist

Technology Base: Star League

Tonnage: 70

Equipment/Mass

Internal Structure- 7 tons

Engine 280 –16 tons

Heat Sinks 14- 4 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 13.5 tons

Head- 9

Center Torso- 34/10

R/L Torso- 25/5

R/L Arm- 22

R/L/ Leg- 30

Weapons and Ammo

1 AC 20- LA

1 Large Laser- RA

1 Medium Laser- CT

1 Medium Laser- RT

1 Small Laser- H

2 Ammo (AC 20)- LT

1 Heat Sink- CT

1 Heat Sink- RT

1 Heat Sink- RT

ON2-K Orion

Mass: 75 tons

Chassis: GM Special Heavy

Power Plant: GM 300

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: None

Jump Capacity: None

Armor: Valiant Lamellor

Armament:

1 Pontiac 50 Autocannon

1 Delta Dagger LRM 10 Launcher

1 Harpoon-6 SRM Rack

2 Hellion-V Medium Lasers

Manufacturer: General Mechanics

Communication System: Faust/Calliope FM-4

Targeting and Tracking System: Wasat Aggressor Type 5

Overview:

Few BattleMechs are as iconic as the Orion and fewer still have had as long or as glorious a history. No 'Mech is as close to the heart of the Hegemony as the Orion either. Not only was it created as the first true heavy 'Mech for exclusive use by the Terran Hegemony's armed forces it was also Alexandr Kerensky's ride of choice and the 'Mech in which he died, sacrificing himself to bring justice to the Usurper Amaris. Even today, that very 'Mech stands as a monument in front of the military academy that carried his name. In addition to this, the Orion has seen action in virtually every major conflict in the Inner Sphere from the Reunification Wars on and has continued to perform well even 550 years after its design.

Today, only House Marik and House Kerensky continue to manufacture and make wide-scale use of the Orion. The Hegemony due to its history and the Free Worlds League do the fact that the original manufacturer, Irian Weapons Works, is now within their border. However, House Kerensky employs the 'Mech most heavily out of all the Successor States and has been one of the few Houses to tinker with the design extensively. Despite its power, the Orion is known to have several design flaws, most associated with the placement of the autocannon and the strange shoulder mounted missile pod. The old Kali Yami cannon was known to jam if fully loaded, and was placed awkwardly so that careless maneuvering of the right arm could knock it out of alignment. The long-range missile systems primarily problem was its large size, and the complexity of routing missile feed lines and control cables through the shoulder to feed both it and the SRM system in the arm. To solve these problems, the engineers at General Mechanics chose to employ a slightly different weapon pattern. The old autocannon was replaced with a more reliable and compact Pontiac Model, known for its rugged design. To solve the missile feed system problems, a smaller 10-rack of LRMs were introduced. This saved space in the shoulder area and allowed for the rerouting of the control cables.

However, the refit did not end there. With the save space and weight, GM sought to improve the Orion's close-range firepower, which had been noted as somewhat lacking for a long time. Traditionally the close range upgrades attempted in the past centered on the Orion's SRM systems and resulted in the V and V-A variants, neither or which was particularly effective. Rather than mount additional launchers, the Kerensky variant opts to simply upgrade the SRM system to a 6-pack launcher. Moreover, engineers were able to load an additional ton of shells for the cannon, thus giving the new Orion a considerable boost in battlefield endurance, although it is still heavy dependent on reloads.

At range the 2-K is not significantly different in performance to the 1-K. Although the firepower is reduced slightly by the downgrading of the LRM system, the drop is small and considered insignificant by most pilots who have used the new 'Mech. At medium range though, the 2-K contines to perform as normal with its newer autocannon system, but thankfully the Pontiac design has reported none of the jamming issues common to older models. At close-range, however, the 2-K shines. With a class 10 autocannon, a SRM 6 pack and twin medium lasers the 2-K Orion has a damage spread comparable or larger than most heavy 'Mechs.

Type: Orion

Technology Base: Star League

Tonnage: 75

Equipment/Mass

Internal Structure- 7.5 tons

Engine 300 –19 tons

Heat Sinks 10- 0 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 14.5 tons

Head- 9

Center Torso- 36/10

R/L Torso- 22/10

R/L Arm- 24

R/L/ Leg- 32

Weapons and Ammo

1 AC 10- RT

1 LRM 10- LT

1 SRM 6- LA

1 Medium Laser- RA

1 Medium Laser- LA

3 Ammo (AC 10)- RT

2 Ammo (LRM 10)- LT

1 Ammo (SRM 6)- LT

CRG-1A1-K Charger

Mass: 80 tons

Chassis: Blackwell 5500 Assault

Power Plant: GM 320

Cruising Speed: 43.3 kph

Maximum Speed: 64.8 kph

Jump Jets: HildCo Model 12

Jump Capacity: 120 meters

Armor: Durellex Heavy

Armament:

1 Sunglow Large Laser

4 Magna Mark II Medium Lasers

Manufacturer: Blackwell Industries

Communication System: Tek BattleCom

Targeting and Tracking System: Dalban Hertz

Overview:

By 3023 dedicated assault 'Mechs had grown increasingly rare in the Inner Sphere. Despite some signs of reversals, the decline of technology and the toll of the Succession Wars had become evident. Wanting to maximize its available assault units, the Terran Hegemony decided open up its vaults and bring an old and much maligned unit out into combat again, the 1A1 Charger. But, given that design's lackluster performance it was decided to experiment with the 1,000 or so odd frames to try and produce a workable variant. At its inception in 2665 the 1A1 was an innovative design, an assault 'Mech with the speed of a medium 'Mech designed to serve as a super-heavy scout. However, as with most innovative plans, the implementation did not do justice to the idea, and the Charger was largely relegated to the scrap heap before the fall of the Star League, in use only by a small number of Great Houses.

Still, the 'Mech's maneuverability and robust construction, as well as its sturdy frame, spoke of much potential. In line with previous refits, Blackwell removed the massive LTV 400 fusion plant and installed a smaller GM 320 in its place. This reduced the Charger's speed to 64.8kph, still respectable for an assault 'Mech, but freed up an incredible amount of tonnage. With this tonnage, technicians armed the 'Mech along the lines of the GNR-5H Grasshopper model with a Sunglow heavy laser in the center torso and four Magna Mark II medium lasers scattered across the 'Mech's chest and arms. Though still light for an assault 'Mech, this laser battery saved enough space to allow engineers to maximize the 'Mech's armor plating, install four HildCo Model 12 jump jets, and mount an additional 14 heat sinks. Although slower than the original 1A1, the 1A1-K is superior in every other way. Though no longer useful as a scout the 1A1-K can function well as a raider, especially in the company of other raider units like the Guillotine and Grasshopper. The Charger pilot must still beware of engaging other assault units, particularly those mounting heavy long range weapons, but against lighter 'Mechs the 1A1-K is deadly.

Perhaps the new Charger's greatest claim to fame is not its armor, jump jets, or weapons array, but its cooling circuit. With 24 heat sinks the 1A1-K pilot can make full use of his speed, jump capacity, and weapons without fear of overheating, a claim few 'Mechs can make. In fact, in combat trials and field tests a 1A1-K with a skilled pilot at the controls can use his enhanced maneuverability, armor protection, and cooling systems to outlast and destroy even other assault 'Mechs. As such, this unique Kerensky modification to the much-maligned Charger has produced a viable assault unit able to take its place on the front lines. In fact, in its debut in the Forth Succession War the capabilities of the 1A1-K so shocked Steiner and Davion opponents that the Federated Suns has begun a similar refit program with its own Chargers.

Type: Charger

Technology Base: Star League

Tonnage: 80

Equipment/Mass

Internal Structure- 8 tons

Engine 320 –22.5 tons

Heat Sinks 24- 12 tons

Gyro- 4 tons

Cockpit- 3 tons

Armor Factor- 15.5 tons

Head- 9

Center Torso- 38/12

R/L Torso- 26/8

R/L Arm- 26

R/L/ Leg- 34

Weapons and Ammo

1 Large Laser- CT

1 Medium Laser- RT

1 Medium Laser- LT

1 Medium Laser- RA

1 Medium Laser- LA

2 Jump Jets- RL

2 Jump Jets- LL

2 Heat Sinks- RA

2 Heat Sinks- LA

4 Heat Sinks- RT

4 Heat Sinks- LT

BLR-1G-K BattleMaster

Mass: 85 tons

Chassis: Blackwell 5560 Assault

Power Plant: GM 340

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: Chilton 600

Jump Capacity: 120 meters

Armor: StarGuard III

Armament:

1 Donal Particle Projection Cannon

6 Martell Medium Lasers

Manufacturer: Blackwell Industries

Communication System: HartfordCo COM 4000

Targeting and Tracking System: RCA HartfordCo XKZ 1

Overview:

Even during the Star League era, the number of manufacturers capable of building a 'Mech like the BattleMaster was limited and, for a time, it was the largest 'Mech seen on the battlefield, only later eclipsed by units like the Atlas and Highlander. Designed and built by Hollis Industries in 2633, the BattleMaster was designed to be the largest and the most powerful 'Mech ever fielded by Star League armies and for many years it fulfilled this role. However, the sheer size of the 'Mech was problematic. Only a few planets had the necessary production facilities, and even then the unit required special manufacturing bays not to mention the sheer material cost. Nevertheless, the firepower that the BattleMaster can generate in one volley is staggering and that, combined with its high survival rate, ensured its popularity.

In combat, the BattleMaster lives up to its name. Equipped with a reliable Donal PPC in a pistol mount (which the pilot can disengage in an emergency to have both hands free for physical combat), the BattleMaster can lay down heavy firepower at long range. This is backed up by six Martell medium lasers, two of which are rear firing weapons in the 1G configuration. With the addition of a heavy SRM pack and machine guns, the BattleMaster is well equipped for combat at all ranges. However, for all its power the BattleMaster is known for heat problems and with the bulk of its ammunition for the SRMs and the machine guns stored in one location, catastrophic internal explosions can result if the armor is breached. Even so, the sheer size, armor, and firepower of the BattleMaster means that many are still functional despite the numerous battles they have fought in their nearly 400 years in the field.

The 1G-K model of the BattleMaster employed by the THDF has a few minor modifications to the base design. Much like the Davion variant, the 1G-K removes the SRM 6 pack from the design, but also does away with the machine guns while keeping the rear firing lasers. What is done with this extra weight is somewhat unusual, however. The 1G-K mounts some additional heat sinks and armor, but the largest change are the inclusion of four jump jets. Although unusual, the modifications have proven to be highly effective. Now completely free of ammunition supply concerns (much less internal explosions), the Kerensky BattleMaster has massive field endurance while still retaining most of the withering firepower for which the machine is known. It also has a high degree of mobility with its jump jets, making it a much more effective long-range companion to assault units like the Victor. In this role, the BattleMasters to see service in the THDF have proven themselves to be highly effective weapons.

Type: BattleMaster

Technology Base: Star League

Tonnage: 85

Equipment/Mass

Internal Structure- 8.5 tons

Engine- 340 – 27 tons

Heat Sinks 20- 10 tons

Gyro- 4 tons

Cockpit- 3 tons

Armor Factor- 15.5 tons

Head- 9

Center Torso- 41/12

R/L Torso- 26/10

R/L Arm- 25

R/L/ Leg- 32

Weapons and Ammo

1 PPC- RA

2 Medium Lasers- RT

1 Medium Laser (R)- RT

2 Medium Lasers- LT

1 Medium Laser (R)- LT

2 Jump Jets- RT

2 Jump Jets- LT

2 Heat Sinks- CT

5 Heat Sinks- LT

BNC-3K Banshee

Mass: 95 tons

Chassis: Star League XT

Power Plant: GM 380

Cruising Speed: 43.2 kph

Maximum Speed: 64.8 kph

Jump Jets: None

Jump Capacity: None

Armor: Starshield

Armament:

1 Magna Hellstar Particle Projection Cannon

1 Magna Mark III Heavy Laser

4 Magna Mark II Medium Lasers

Manufacturer: General Mechanics

Communication System: Dalban Commline

Targeting and Tracking System: Dalban HiRez-B

Overview:

The Banshee is another BattleMech with a long history in the Hegemony. It was the first dedicated assault 'Mech ever designed, but unlike other early units flaws within the Banshee doomed it from the start. Though fast and well protected for an assault unit, the Banshee's original configuration left it woefully under-gunned and, as such, it was relegated to second-line support and militia units very early on. This has remained the case and, due to its lack of use, quite a few Banshees survived the Succession Wars. Recently, however House Steiner has begun to experiment with the 'Mech, seeing potential in the design. Their refit, which involves a massive reduction in speed and a massive increase in weapons, is known as the Banshee-S and has caught the interest of many. This powerful refit solves the weapon problem and mounts some additional armor, but it also requires a complex replacement of the fusion engine and is heavily ammunition dependent.

Under the direction of the THDF, General Mechanics also began to work with the hundreds of Banshee frames found among the Kerensky Militia and has produced the so-called Banshee-K. Seeking a simple solution, the BNC-3K takes little from the Steiner model, and instead chooses to work solely on revamping the weapons. This unit chooses to keep the original 380 rated fusion engine, making it one of the fastest assault 'Mechs in its weight class. Instead, the old Imperator-A autocannon is removed. With the saved space, technicians mounted a Magna Mark III heavy laser in place of the autocannon along with four additional Magna Mark II medium lasers, two per arm. Choosing to remove the light laser which had been added to the original Banshee as an anti-infantry measure, GM instead increased the armor protection of the unit's arms and legs. While this model also suffers from heat built up, it offers some significant advantages. While still somewhat under-gunned, the BNC-3K finally has sufficient secondary weapons to deal with close range assaults, and has a variety of medium and long range weapons, giving its pilots options. Perhaps most useful to the Kerensky Doctrine, the 'Mech is completely free of ammunition concerns and can stay in the field as long as its pilot can withstand the stress of combat.

Despite its smaller number of weapons, the 3K has a comparable damage curve to the lighter BattleMaster. At range the PPC can worry even the heaviest of units and with enough heat sinks for continuous bombardment; it can punch through even another assault 'Mech given enough time. A medium range the large laser comes to bear, and can be fired alongside the PPC to some degree without causing serious overheat concerns. But it is at close and medium-close range that the 'Mech truly comes into its own. Both its heavy and medium lasers can be chain-fired for a short amount of time and its medium lasers can be group fired continuously without stressing the cooling circuits. Against this withering hail of fire all but the heaviest BattleMechs must flee. As such, when combined with its heavy armor and good speed the 3K serves well as a fast assault unit able to keep pace with lighter assault 'Mechs without difficulty and serve as a bodyguard to command units like the Cyclops.

Type: Banshee

Technology Base: Star League

Tonnage: 95

Equipment/Mass

Internal Structure- 9.5 tons

Engine 380 –41 tons

Heat Sinks 16- 6 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 15.5 tons

Head- 9

Center Torso- 40/17

R/L Torso- 30/10

R/L Arm- 23

R/L/ Leg- 28

Weapons and Ammo

1 PPC - RT

1 Large Laser- LT

2 Medium Laser- RA

2 Medium Laser- LA

1 Heat Sink- CT

KGC-0001 King Crab

Mass: 100 tons

Chassis: Blackwell 8000 Assault

Power Plant: GM 300

Cruising Speed: 32.4 kph

Maximum Speed: 54.0 kph

Jump Jets: None

Jump Capacity: None

Armor: Valiant Lamellor

Armament:

2 Imperator-D Class 20 Autocannons

1 Magna Mark III Heavy Laser

2 Magna Mark II Medium Lasers

Manufacturer: Blackwell Industries

Communication System: Dalban VirtuTalk

Targeting and Tracking System: Dalban HiRez

Overview:

Another rare assault 'Mech produced by the Hegemony in small numbers, the King Crab is a dedicated close assault 'Mech that is not only as fast as the Atlas, though not as well armored, but carries twice the close range firepower. Originally laid out by Alexandr Kerensky as a 'Mech able to cripple or kill any other unit on the battlefield, the King Crab delivers on this promise, but nevertheless suffers from severe ammunition shortage problems for its Imperator-D super-heavy autocannons as well as an almost complete lack of effective secondary weapons. Recognizing that a dedicated close assault 'Mech was unlikely to operate alone without units equipped for long range fire, the modern Kerensky variant addressed these problems by removing the King Crab's Doombud LRM 15 system, which had long been noted as unreliable and a technician's nightmare. This in turn freed up enough tonnage to mount additional laser weapons to back up the autocannons. Engineers opted to move the Magna Mark III large laser into the center torso, to ensure that even with the arms and sides blown off the MechWarrior will still have a functional weapon (though in those circumstances the prudent pilot will retreat or eject). In addition two Magna Mark II medium lasers were added, mounted on either side of the torso in tandem with the large laser, along with greatly increased autocannons magazines. The remaining tonnage was devoted to four extra heat sinks to compensate for the lasers.

Although the KGC-0001 lacks the long range sting of its predecessor, in its chosen role as close assault unit it is virtually unparalleled. With a doubled ammunition capacity the 0001 can stay in combat much longer than the original King Crab, and the laser battery ensures that even after the shells are depleted, the pilot still has a formidable punch at his command. Ironically enough, the new King Crab actually functions best either in siege situations or as a point defense unit for fire support lances and companies. In the twisting confines of cities and fortresses few sights are more terrifying than wandering onto the field of fire of paired Class 20 autocannons. In the company of missile boats like the Archer, Crusader, Catapult, or even the Dervish, Trebuchet, and Whitworth the KGC-0001 is a formidable machine capable of destroying anything that survives concentrated missile fire. Moreover few MechWarriors are foolish enough to try and close with missile boats guarded by a King Crab.

Type: King Crab

Technology Base: Star League

Tonnage: 100

Equipment/Mass

Internal Structure- 10 tons

Engine 300 –19 tons

Heat Sinks 19- 9 tons

Gyro- 3 tons

Cockpit- 3 tons

Armor Factor- 17 tons

Head- 9

Center Torso- 32/12

R/L Torso- 29/10

R/L Arm- 33

R/L/ Leg- 34

Weapons and Ammo

1 AC 20- RA/RT

1 AC 20- LA/LT

1 Large Laser- CT

1 Medium Laser- RT

1 Medium Laser- LT

2 Ammo (AC 20)- RT

2 Ammo (AC 20)- LT

2 Heat Sinks- RL

2 Heat Sinks- LL

1 Heat Sinks- RT

1 Heat Sinks- LT

1 Heat Sinks- H

Land-Air 'Mechs

One of the most curious, and precious, elements of lostech that House Kerensky has managed to preserve in its factories is the technological capacity to produce and maintain the rare LAMs, or Land-Air 'Mechs. These curious, hybrid vehicles able to transform into both AeroSpace fighter and BattleMech modes were never widely used, even by the Star League, and have become exceedingly rare in the centuries since. In large part this was due to several serious problems that LAMs face, notably that their maximum weight was limited, and the complexities of the base BattleMech frame meant that one could not carry as many weapons or as much armor as traditional fighters. However, the THDF has embraced the use of LAMs as all-terrain scouts (as they can operate literally anywhere) and rapid-response units able to engage and delay any type of opponent. In addition, an elite training program known as the Valkyrie Program established by the Department of Military Education has managed to produce pilots able to utilize all of the unique abilities and advantages of their machines.

LAM-STG-A5 Stinger

Mass: 30 tons

Chassis: Boeing/Lockheed LVF 75

Power Plant: Pratt & Whitney Intake RAMJET 180 Fusion Turbine

Cruising Speed: 64.8 kph

Maximum Speed: 97.2 kph

Jump Jets: Pratt & Whitney 120 Ducted Jets

Jump Capacity: 180 meters (540 in Air-Mech mode)

Armor: Riese 100

Armament:

3 Magna Mark II Medium Lasers

Manufacturer: Boeing Interstellar

Communication System: O/P 900

Targeting and Tracking System: O/P LAMTRACK 50

Overview:

In 2680, the Star League military asked designers to engineer a series of 'Mechs that could fly as well as function as light ground 'Mechs. Due to the high cost of designing such a 'Mech, many top firms bowed out of the competition for the contract. By 2688, LexaTech Industries introduced the Stinger Land Air 'Mech (LAM) based on the old Stinger design. Through a specialty designed hydraulics system, the 'Mech could transform itself from a standard fighting 'Mech to an Air 'Mech, then to a light fighter craft. While some military scientists thought it a waste of funds, others believed it to be a unique weapon and in roles such as raids, deep strikes and recon the machine proved its worth on several noteworthy occasions.

Early in the Second Succession War, units of House Kerensky attacked LexaTech Industries and, reputedly, destroyed the facility. In reality, the units made a show of destroying the industrial buildings but only after DropShips had carried away most of the production lines and tools necessary for the construction of the Stinger LAM. After the war, in a joint venture with Boeing Interstellar the Hegemony established its own LAM lines on Outreach, making use the aerospace and 'Mech facilities still in place. As such, the Stinger has rapidly become the most widespread LAM in use by House Kerensky. These units are primarily attached in pairs or lances to existing recon companies, thus allowing Divisions so equipped to greatly extend their scouting and raiding capacity. Other, more experimental units contain mixes of LAMs intended to slip into enemy systems via small JumpShip and raid enemy facilities without the need for DropShips. While risky, this type of deep raiding has proven quite successful.

In addition to the standard A5 model in use since the days of the Star League, two variants of the Stinger LAM are in use by Hegemony forces. The A51 drops the medium laser on the left arm and replaces it with a pair of Starflash small lasers. While this reduces the overall firepower of the machine, it provides increased anti-infantry capacity and reduces the 'Mech's heat load. The A52 is far more radical, and not well liked. This variant removes the lasers mounted in the head and left arm and replaced them with additional armor plating. The increased survivability of this design makes it somewhat popular with pilots, though its reduced firepower makes it less effective on raids.

Type: Stinger-LAM

Technology Base: Star League

Tonnage: 30

Equipment/Mass

Internal Structure- 3 tons

Engine 180 –7 tons

Heat Sinks 11- 1 ton

Gyro- 2 tons

Cockpit- 3 tons

Conversion Equipment- 3 tons

Armor Factor- 5 tons

Head- 9

Center Torso- 12/3

R/L Torso- 9/3

R/L Arm- 6

R/L/ Leg- 10

Weapons and Ammo

1 Medium Laser- RA

1 Medium Laser- LA

1 Medium Laser- H

2 Jump Jets- RL

2 Jump Jets- LL

1 Jump Jet- RT

1 Jump Jet- LT

LAM-WSP-105 Wasp

Mass: 30 tons

Chassis: Boeing/Lockheed LVF 90

Power Plant: Pratt & Whitney Intake RAMJET 180 Fusion Turbine

Cruising Speed: 64.8 kph

Maximum Speed: 97.2 kph

Jump Jets: Pratt & Whitney 120 Ducted Jets

Jump Capacity: 180 meters (540 in Air-Mech mode)

Armor: Durallex Light

Armament:

1 Martel Medium Laser

1 Holly Short-Range Missile 2 Pack

Manufacturer: Boeing Interstellar

Communication System: Rand 1200

Targeting and Tracking System: Rand LAMTar 100

Overview:

The partner of the Stinger LAM, the Wasp is a machine of equal weight, maneuverability and armor protection, though it possesses somewhat inferior firepower. While Boeing Interstellar also produces limited runs of this unit, by and large the Wasp LAM is a rare vehicle in the THDF. For the most part, when it is used this LAM is paired with Stingers and used as a short-range bombardment vehicle. In general, the unit carries specialized Inferno missiles allowing it to operate as an anti-infantry and anti-vehicle unit in support of Stinger LAMs in the field. No current variants of the Wasp LAM are in use by the Hegemony and few enough of the units see service, although its innovative fast transformation system has been copied and implemented on all LAMs produced by House Kerensky.

Type: Wasp-LAM

Technology Base: Star League

Tonnage: 30

Equipment/Mass

Internal Structure- 3 tons

Engine 180 –7 tons

Heat Sinks 11- 1 ton

Gyro- 2 tons

Cockpit- 3 tons

Conversion Equipment- 3 tons

Armor Factor- 5 tons

Head- 9

Center Torso- 12/3

R/L Torso- 9/3

R/L Arm- 6

R/L/ Leg- 10

Weapons and Ammo

1 Medium Laser- RA

1 SRM2- CT

1 Ammo (SRM 2)- LT

2 Jump Jets- RL

2 Jump Jets- LL

1 Jump Jet- RT

1 Jump Jet- LT

LAM-STG-HK2 Stinger II

Mass: 50 tons

Chassis: Boeing/Lockheed MVF 252

Power Plant: Pratt & Whitney Intake RAMJET 250 Fusion Turbine

Cruising Speed: 54.0 kph

Maximum Speed: 86.4 kph

Jump Jets: Pratt & Whitney 260 Ducted Jets

Jump Capacity: 150 meters (450 in Air-Mech mode)

Armor: Durallex Medium

Armament:

1 Blackwell 8cm Heavy Laser

2 Blackwell 5 cm Medium Lasers

Manufacturer: Boeing Interstellar

Communication System: O/P 900

Targeting and Tracking System: O/P LAMTRACK 50

Overview:

Prior to the fall of the Star League, many firms experimented with the LAM concept. Allied AeroSpace began two such research projects, one involving the Shadow Hawk and the other involving the Phoenix Hawk. The Shadow Hawk tests proved to be a costly failure. The sheer size of the 'Mech made it too difficult to convert. In 2730, however the LAM version of the Phoenix Hawk was completed and sold to the Star League Regular Army. At nearly twice the size of the Wasp and Stinger LAMS already in service, it was the largest LAM to be manufactured. The sheer size of this Land-Air 'Mech makes it stand out from those previously produced and the impressive amount of firepower it possesses made it an effective unit in traditional LAM roles. Unfortunately, since the fall of the Star League and the bombing of the Allied facilities, this technology has become extremely rare. In an attempt to preserve the PHX-HK2 for its own uses, the Hegemony government ordered all functional Phoenix Hawk LAMs be turned over the Boeing Interstellar for reverse engineering.

Rather than simply copying the design, which would have been difficult and costly, the machine that eventually emerged from this process is an enlarged and enhanced of version its existing Stinger LAM. The fact that the Phoenix Hawk is in many ways an enlarged Stinger made this a much simpler process. The final HK2, known as the Stinger II, greatly resembles the AR5 on which it was based but combines elements of the older Phoenix Hawk and even the WSP-105 into a 'Mech with the potential and weapon payload of the Phoenix Hawk while carrying a thicker armor belt. As the core of a heavy LAM lance, often paired with older Stingers and Wasps, the STG-HK2 has proved itself to be an excellent raider, headhunter and fire support vehicle as well as a respectable aerospace fighter.

The base variant of the Stinger II is the most widely used by the THDF. While the lack of machine guns seen on the original Phoenix Hawk LAM can limit it against soft targets, the Stinger II's greatly expanded armor belt increases the unit's survivability considerably. As such, this version of the Stinger II LAM is noted for its immense durability and is widely respected by pilots. The sole variant, the HK2R, is primarily designated as a sniper. It removes a heat sink as well as some armor to upgrade the large laser to a Sunspot PPC. While noted for running much hotter than standard models, the HK2R brings a tremendous amount of firepower to bear and can be effective as a fire-support unit.

Type: Stinger II-LAM

Technology Base: Star League

Tonnage: 50

Equipment/Mass

Internal Structure- 5 tons

Engine 250 –12.5 tons

Heat Sinks 12- 2 ton

Gyro- 3 tons

Cockpit- 3 tons

Conversion Equipment- 5 tons

Armor Factor- 10 tons

Head- 9

Center Torso- 24/7

R/L Torso- 18/6

R/L Arm- 16

R/L/ Leg- 20

Weapons and Ammo

1 Large Laser- RA

2 Medium Laser- LA

2 Jump Jets- RL

2 Jump Jets- LL

1 Jump Jet- CT

Terran Hegemony Weapons and Equipment

Sword of the Realm

Mauser Service Automatic

Produced by the Mauser Arms Company of Outreach (not to be confused with Mauser & Gray of the Lyran Commonwealth), the primary manufacturer of personal arms and infantry weapons within the Hegemony, the Mauser Service Automatic is the standard sidearm of the THDF. Chambered with a larger caliber round than most current military pistols (.45 caliber), and thus with a smaller magazine capacity (8 rounds), the Mauser Service Auto is still an extremely reliable and powerful weapon that has proven itself in battle again and again. In addition to its rugged and reliable design, the pistol accepts numerous ammunition types and is less than picky, eating even the most poorly manufactured shells with few problems. Perhaps more importantly, the heavy round produces tremendous stopping power compared to other, smaller caliber rounds on the market.

Skill: PIS

Rating: C/C/C

AP*Damage: 4*4d6

Type: B

S/M/L/E: 5/20/45/90

Shots: 8

Reload: 60/3

Weight: 650 g

Mauser Mk. IX Assault Rifle

The Mk. IX Assault Rifle was an attempt to produce a standard infantry rifle for the THDF along the lines of the old Mauser 960 Assault System used by the SLDF. While the advanced technology of the 960 is long gone, the Mk. IX is nevertheless a powerful, reliable and impressive weapon in its own right. The core of the weapon is the laser rifle, which borrows several technological features from the Intek Laser Rifle used by the Free Worlds League. As such, while doing slightly less damage than conventional laser rifles, the concentrated beam has equivalent armor penetration capabilities, longer range, and more than twice the energy efficiency of standard lasers. Underslung beneath the laser is a compact grenade launcher capable of accepting a military mini-grenade. All of the standard grenade types from high explosive to shot shells to white phosphorous can be fired from the launcher. The two most advanced features of the rifle, however, are the vibrobayonet, which can be detached and used as a standard vibroblade, and an inbuilt Star League JAF-05 sound/flash suppressor, which makes fire from the laser difficult to spot without IR equipment.

Skill: RIF

Rating: D/C/E

AP*Damage: 4*3d6

Type: E

S/M/L/E: 80/270/550/1,220

Shots: 2

Reload: 2,000

Weight: 6.7 kg

Heavy Gyroslug Rifle

Anya Kerensky, the second Director-General of the Terran Hegemony, was deeply interested in gyrojet weapon, considering the systems to have considerable, and as of yet untapped, potential. Under her direction several different types of gyrojet weapons were developed for use by the THDF. The heavy gyroslug rifle is an attempt to convert the bulky and awkward heavy gyrojet rifle into an effective anti-armor weapon for use by infantry squads. This rifle is essentially a cut down version of its parent design and, as such, is much lighter and easier to use and carry. It also means that the ammunition capacity could not be significantly improved. Compared to other anti-vehicle weapons (which are usually single shot) this is not a significant problem. The rounds themselves, however, are the core of the design. The rifle fires a .51 cal. mini-rocket with a tungsten-carbine composite shell and a HEAT warhead designed to detonate after hitting a hard target. While it sacrifices fuel (and therefore range) over a heavy gyrojet rifle, the round is actually more damaging to armored targets due to its enlarged and specially designed warhead. Against soft targets the effect is gruesome. As such, the heavy gyroslug rifle is an extremely effective anti-armor weapon widely used in conjunction with LAW rockets, Inferno SRMs and flamers in THDF anti-armor units. While not terribly effective against 'Mechs or heavy tanks, it is still very effective against light vehicles, APCs, armored cars and even VTOL craft. Even against heavier designs the high accuracy of the weapon allows for weaker points like treads and hover cowlings to be targeted with a fair degree of success.

Skill: RIF

Rating: D/C/E

AP*Damage: 5*5d6

Type: B

S/M/L/E: 35/90/275/500

Shots: 10

Reload: 2,000/250

Weight: 8 kg

Heavy Gyrojet Pistol

The heavy gyrojet pistol was an attempt to adapt the power of the heavy gyroslug rifle into a handgun. While the resulting design is indeed powerful, it was never popular or widely used for a variety of reasons. One of the largest and heaviest handguns in production (though not as large as classics like the Sternsnacht heavy pistol) the weapon fires a 12.5 mm round from a 4 round tube magazine below the barrel, making loading somewhat awkward. The ammunition itself is composed of rocket propelled, snub-nosed tungsten-carbide composite projectiles designed to both punch through body armor (through a combination of velocity, density and hardness) and prevent over penetration so as to explode inside a target. There is no known form of personal armor (below the power armor once used by the SLDF) that can stop these rounds without still allowing significant bashing damage to the wearer and the explosive warhead tends to function like a small HEAT round against even those armor types. The rounds are also capable of punching though windows, vehicle bodies and even some buildings to explode inside like a shrapnel device. However, despite the effectiveness of the pistol it never caught on. For the most part this is because handguns are rarely central weapons for the rifleman and with its increased size, lower ammunition capacity and slow reload time the heavy gyrojet pistol offers few advantages over traditional equipment. The pistol does remain in production, however, used in a number of specialized roles by the Blackhearts and the HIC. More than that, the heavy gyrojet pistol has gained something of a cult following among a number of Hegemony MechWarriors who prefer it to the standard Mauser Service Auto while in the cockpit.

Skill: PIS

Rating: D/C/E

AP*Damage: 5*4d6

Type: B

S/M/L/E: 8/25/70/165

Shots: 4

Reload: 450/1

Weight: 2 kg

Gyrojet Autocannon Ammunition

Also the brainchild of Anya Kerensky's gyrojet research program, the hope of engineers was to incorporate the advantages of a gyrojet's longer range and increased accuracy into vehicle and BattleMech scale autocannons. The results do offer some advantages over traditional autocannon rounds, but the increased cost and size of the shells have limited their deployment. Due to the necessity of extreme velocities for autocannon fire to be effective against aligned crystal steel a pure gyrojet round was simply impractical. As such, these shells utilize a combination of propellant types to bring them up to a sufficient velocity quickly. A small caseless charge of high powered explosives initiates firing, propelling the shell from the cannon and igniting the rocket fuel within the round itself. The combination of the initial burst and rocket assist produces a slightly higher velocity than normal autocannon rounds and does increase the effective range of any cannon that utilizes them. In addition, gyrojet shells are less prone to drop-off caused by gravity, allowing for a straighter trajectory and reducing the number of variables that the battle computer must compensate for. The net effect is a slightly more accurate and easier to aim round. Unfortunately, the new shells are twice as expensive as normal autocannon ammunition.

Any autocannons firing gyrojet rounds may increase each range increment by one hex and gains a +1 bonus to hit.

"Scattershot" Particle Beam Weapons

Like many advanced Hegemony designs, the Scattershot PPC was a prototype being developed before the Amaris War and produced only in limited numbers by the Star League. While many of the advanced features of this weapon have long since been lost, the current Scattershot in production by the Hegemony is nevertheless a powerful weapon. By utilizing special modifications to the accelerators and magnetic focuses of a normal PPC, the Scattershot fires three smaller beams in a shotgun pattern rather than a single focused beam. These beams role separate hit locations and do 5 points of damage each. Thus, in theory, a Scattershot PPC has the potential to do 50% more damage than a conventional PPC. However, the weapon runs hotter than normal PPCs, generating 15 points of heat. Minimum range penalties are, however, negated.

Cost: 250,000 Battle Value: 186