13: Advanced Vehicles

Air Superiority :

   While “Conventional” aircraft have been neglected for centuries, it must be noted that, electronics and weaponry aside, the design of combustion-propelled airframes virtually plateaued in the early 21’st century. Even the most expensive modifications (XL IC Engines, Ferro-Fiber or Crystal-Aluminum Armor) tend to provide only marginal increases in performance. More notably, the general use of hardpoints to mount equipment configured for specific missions made most such fighters the equivalent of “Omni- units”. Long-neglected in favor of space-capable units, the following designs date back to the pre-exodus period – more then one thousand years ago.

Comparative Speeds;

Thrust MPH KPH Ground Thrust MPH KPH;.
1 113 180 17 11 1238 1980
2 225 360 33 12 1350 2160
3 338 540 50 13 1462 2350
4 450 720 67 14 1575 2520
5 563 900 83 15 1688 2700
6 675 1080 100 16 1800 2880
7 787 1260 Mach I 17 1913 3060
8 900 1440   18 2025 3240
9 1013 1620   19 2138 3420
10 1125 1800   20 2250 2600

 

   Optional Rules; This entry notes the results of using the Armor Factor (Q.V.), and Fuel Efficiency (E.G.; Ultralight Fighters (From 3-19 Tons) get 25 “thrust points” per ton of fuel. Light Fighters get 20, Medium Fighters get 15, Heavy Fighters 12, and Superheavy (101+ Tons) Fighters get 10. As usual, these figures are doubled for conventional aircraft) rules.

   Multiple Engines; This “technical improvement” allows aerospace fighters 2/4/8 engines at levels 1/2/3. Each engine requires two slots in a wing, and must be mounted symmetrically. With only six slots available, mounting 8 engines requires one additional improvement, to half the number of slots required to mount an engine.

   Armoured Frame; This “Technical Improvement” allows a conventional fighter to mount one more ton of armor then would normally be permissible. In a conventional fighter many attacks will simply blow small holes in the surface and pass on through without hitting anything vital.

   As a note, most of the design statistics listed below are based on actual fighters from the “Cold War” period, and are still well within the technological reach of the inner sphere in 3025. Most incorporate one or more of the technical improvements noted above. If these designs become available these improvements do as well, but only as far as the relevant design goes; the technique has to be analyzed before it can be used in your own designs.

Dragonfly-5 : Generally considered a toy.

  • Fuel-30 (1.0 Tons)
  • Engine(s); 2x R-25 ICE (Thrust 10/15) (0.50 Tons)
  • Cockpit / Controls (0.50 Tons)
  • VTOL Capable (Move 20/30, 1 Fuel Point/Minute) (0.25 Tons)
  • Armor-12 (Standard) (0.75 Tons)
  • Armor Distribution : Nose 2, L/R Wing 2/2, Cockpit 2, Fuselage 2, and Engine 2. Structural Int; 10
  • Pod Space (Two Omnislots, +20 CP) (2.00 Tons)
  • Optional Rules; Fuel 50 and Armor-16 (Nose 3, L/R Wing 2/2, Cockpit 3, Fuselage 3, Engine 3. Structural Integrity; 10.
  • Cost; 35/42/57 CP if / when configured to accept Old Inner Sphere/Star League/Clan Technology.

Flying Tiger-10 : Light and cheap, the Flying Tiger is normally used for local scouting and interception duties.

  • Fuel-60 (2.00 Tons)
  • Engine(s); 2x R-45 ICE (Thrust 9/14) (1.0 Tons)
  • Cockpit / Controls (1.0 Tons)
  • Armor-26 (Standard) (1.5 Tons). Distribution : Nose 7, L/R Wing 4/4, Engine 3, Cockpit 3, and Fuselage 5. Structural Int; 9.
  • Pod Space (4.50 Tons)
  • Optional Rules; Fuel 88, +.5 Tons Pod Space.
  • Cost; 75/90/120 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Harrier-12.5 : Capable of bewildering maneuvers, the Harrier is annoying, but hardly decisive.

  • Fuel-60 (2.00 Tons)
  • Engine(s); 2x R-45 ICE (Thrust 7/11) (1.0 Tons)
  • Cockpit / Controls / VTOL Gear (Move 15/22) (2.00 Tons)
  • Armor-24 (Standard) (1.5 Tons). Distribution : Nose 6, L/R Wing 4/4, Engine 3, Cockpit 3, and Fuselage 4. Structural Int; 9.
  • Pod Space (6.00 Tons)
  • Optional Rules; Fuel 100, +5 Armor (Nose 8, Fus. 7).
  • Cost; 93/112/150 CP if it’s configured to accept Old Inner Sphere/Star League/Clan Technology.

Mirage-15 : A common, and reasonably effective, design – but still fragile compared to virtually any other type of unit.

  • Fuel-105 (3.50 Tons)
  • Engine(s); 2x R-60 ICE (Thrust 8/12) (2.00 Tons)
  • Cockpit / Controls (1.5 Tons)
  • Armor-31 (Standard) (2.00 Tons). Distribution : Nose 8, L/R Wing 5/5, Engine 4, Cockpit 3, and Fuselage 6. Structural Int; 8.
  • Pod Space (6.00 Tons)
  • Optional Rules; Fuel 125, Pod Space 7.5 Tons.
  • Cost; 112/135/180 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Strike Eagle-20 : Noted as the lightest design to be capable of effective “Carpet-Bombing”.

  • Fuel-120 (4.00 Tons)
  • Engine(s); 2x R-60 ICE (Thrust 6/9) (2.00 Tons)
  • Cockpit / Controls (2.00 Tons)
  • Armor-32 (Standard) (2.00 Tons). Distribution : Nose 8, L/R Wing 5/5, Engine 4, Cockpit 4, and Fuselage 6. Structural Int; 6.
  • Pod Space (10.00 Tons)
  • Optional Rules; Pod Space 11.5.
  • Cost; 150/180/240 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

FalconStrike-25 : Believed by many scholars to be one of the best atmospheric fighter designs ever produced.

  • Fuel-120 (4.00 Tons)
  • Engine(s); 4x R-75 ICE (Thrust 12/18) (6.00 Tons)
  • Cockpit / Controls (2.50 Tons)
  • Armor-41 (Standard) (2.50 Tons). Distribution : Nose 10, L/R Wing 6/6, Cockpit 5, Fuselage 8, and Engine 6. Structural Int; 12
  • Pod Space (10.00 Tons)
  • Optional Rules; Fuel 130, Pod Space; 11.
  • Cost; 187/225/300 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Aardvark-30 : A subject of debate – as there seem to have been several notably different fighters referred to by the same, quite uninspiring, name. While it may be presumed that they had something in common, no one knows just what it might be any longer.

  • Fuel-120 (4.00 Tons)
  • Engine(s); 4x R-75 ICE (Thrust 10/15) (6.00 Tons)
  • Cockpit / Controls (3.00 Tons)
  • Armor-46 (Standard) (3.00 Tons). Distribution : Nose 10, L/R Wing 7/7, Cockpit 6, Fuselage 10, and Engine 6. Structural Integrity; 10.
  • Pod Space (14.00 Tons)
  • Optional Rules; Pod Space 15.5 OR add VTOL ability.
  • Cost; 225/270/360 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Hornet-35 : Notable for it’s collapsable wing design, which allows it to be transported readily in the cramped confines of a dropship or “aircraft carrier”.

  • Fuel-120 (4.00 Tons)
  • Engine(s); 4x R-70 ICE (Thrust 8/12) (6.00 Tons)
  • Cockpit / Controls (3.50 Tons)
  • Armor-48 (3.00 Tons). Distribution : Nose 10, L/R Wing 7/7, Cockpit 7, Fuselage 10, and Engine 7. Structural Int; 8
  • Pod Space (18.50 Tons)
  • Optional Rules; Armor -1 (Engine 6), Pod Space +1.5
  • Cost; 262/315/420 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Intruder-40 : Slow, clumsy, and lightly armored, the Intruder is generally used as a dedicated bomber, and only goes in after aerospace superiority is well established.

  • Fuel-60 (2.00 Tons)
  • Engine(s); 4x R-40 ICE (Thrust 4/6) (2.00 Tons)
  • Cockpit / Controls (4.00 Tons)
  • Armor-32 (2.00 Tons). Distribution : Nose 6, L/R Wing 5/5, Cockpit 5, Fuselage 6, and Engine 5. Structural Int; 4
  • Pod Space (Commonly set up as Bomb Bays, QV) (30.00 Tons)
  • Optional Rules; Fuel 80.
  • Cost; 300/360/480 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Spectre-50 : Essentially a hovering weapons platform, the Spectre is best equipped with long range, or rapidly exhausted weapons systems so that it can withdraw before it’s targeted by anything major.

  • Fuel-150 (5.00 Tons)
  • Engine(s); 4x R-75 ICE (Thrust 6/9) (6.00 Tons)
  • Cockpit / Controls (5.00 Tons)
  • VTOL Equipment (Move 10/15, 1 Fuel Point/Minute) (2.50 Tons)
  • Armor-66 (4.00 Tons). Distribution : Nose 15, L/R Wing 10/10, Cockpit 8, Fuselage 15, and Engine 8. SI; 6.
  • Pod Space (27.50 Tons)
  • Optional Rules; No Effect.
  • Cost; 375/450/600 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Starlifter-70 : While the Starlifter is heavier then any “conventional fighter” is usually allowed to be, the reason is simple; it’s a cargo transport, not a fighter. Like other transport craft, attackers recieve a -2 bonus to their target numbers. It is, however, fairly commonly fitted with ECM equipment and/or decoy missiles if it’s to be used in a combat zone. Unlike most units, it’s cavernous cargo bay can be loaded with cargo up to the units maximum load (110 Tons) without having to put said cargo into the “unprotected” catagory. Of course, given that the Starlifters armor consists of little more then wishful thinking as far as serious combat is concerned the difference somewhat academic.

  • Fuel-300 (10.00 Tons)
  • Engine(s); 4x R-70 ICE (Thrust 4/6) (6.00 Tons)
  • Cockpit / Controls (7.00 Tons)
  • Armor-80 (Standard) (5.00 Tons). Distribution : Nose 18, L / R Wing 12/12, Cockpit 10, Fuselage 18, and Engine 10. Structural Integrity; 7.
  • Pod Space (Two “Omnislots”, +20 CP) (2.00 Tons)
  • Cargo Space (40.00 Tons)
  • Optional Rules; No Effect.
  • Cost; 160/192/270 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Strategic Bomber-100 (“StratoFortress”) : While these are thoroughly obsolete since the development of genuine aerospace units, the design is of historical interest. Of course, you never know when someone is going to go and revive something. If someone should happen to bother with this design, it, like the Starlifter, allows anyone attacking it a “-2” bonus on their target numbers. It’s just not as maneuverable as a light fighter.

  • Fuel-900 (30.00 Tons)
  • Engine(s); 8x R-75 ICE (Thrust 6/9) (12.00 Tons)
  • Cockpit / Controls (10.00 Tons)
  • Armor-112 (Standard) (7.00 Tons). Distribution : Nose 24, L/R Wing 18 / 18, Cockpit 12, Fuselage 28, and Engine 12. Structural Integrity; 10.
  • Bomb Bay (20.00 Tons)
  • Pod Space (2 Slots/Wing, 6 Forward/Aft Remain Open) 20.0
  • Optional Rules; Fuel 720, Armor -7.
  • Cost; 750/900/1200 CP if / when configured to accept Old Inner Sphere/Star League/Clan Technology.

-A “Bomb Bay” is fairly straightforward; It’s a cargo hold set up so as to drop it’s contents all at once, but with no particular pretense of accuracy. Pods may be set up this way, but it must be specified in advance. Units operating on the low-altitude map may automatically drop the contents of any bomb bay into the hex they end their movement in during the “physical attack” phase. Units in “Cruise Mode” may also drop things – but require a 4+ to hit the appropriate low-altitude hex. Any misses scatter according to the usual rules. “Hits” leave the contents of the bay strewn across the hex (One entire map board). “Carpet Bombing” is performed in ten-ton increments. 10 tons of incendiaries will suffice to set an entire board on fire for at least ten minutes or so. 10 tons of high- explosives will inflict 20 points of artillery damage to everything on the relevant board (Optionally this may be determined as follows (D6) 1; Zero points, 2; 10 points, 3-4; 20 points, 5; 30 points, and 6; 40 points). 10 tons of chemical munitions will have “appropriate” effects on any unprotected people on the board – and likely elsewhere as well.

   -“Spaceplanes” make use of two mildly exotic technical improvements; Rocket Thrusters and Ablative Heatshields. Unlike conventional fighters, spaceplanes are hopelessly obsolete, at least for their original function. Fusion- driven aerospace units are far more efficient at hauling things into, and safely back from, space. They are, very rarely, used by colonies which’ve lost fusion technology but retain spaceborne interests. “Conventional” fighters are occasionally refitted as spaceplanes, since it costs them very little, and offers the occasional minor tactical advantage.

   -“Rocket Thrusters” allow “conventional” air fighters to reach and operate on the space map. Unfortunately, they must be able to thrust at 3+ to make the initial jump to orbit, and must expend 30 fuel points per fuel point which a “normal” aerospace unit would spend when moving to the high-altitude map or when operating on it.

   -“Ablative Heatshields” absorb the heat from atmospheric entries, at a ratio of 15 points of heat per ton devoted to the appropriate polymers and ceramics. Unfortunately, each time the system has to absorb heat – by virtue of a poor reentry roll – the shielding degrades by 5 “points” until refurbished.

Aladdin-50 (Old Inner Sphere, 190 CP). An engineering triumph in 2005, the Aladdin was used extensively in the orbital industries of the early twenty-first century and saw extensive use as a satellite tender, but was utterly obsolete within less then thirty years. The development of compact, lightweight, fusion drives left the Aladdin, classical rockets, and numerous related designs, as little more then museum pieces.

  • Fuel-600 (20 when operating at high altitude) (20.00 Tons)
  • Engine(s); 2x R-50 ICE (Thrust 2/3) (2.00 Tons)
  • Cockpit / Controls (5.00 Tons)
  • VTOL Equipment (Move 6/9, Costs 1 Fuel/Minute) (2.50 Tons)
  • Armor-64 (Standard) (4.00 Tons). Distribution : Nose 20, L/R Wing 6/6, Cockpit 6, Fuselage 20, and Engine 6. Structural Int; 5
  • Ablative Heatshield-30 (2.00 Tons)
  • Heat Sink-1 (1.0 Tons)
  • Light Engineering Gear (Deploy / Recover Satellites, perform minor repair / construction operations) (1.0 Tons)
  • Small Laser, Power Amplifier (Mostly as a tool) (0.50 Tons)
  • Cargo Space (12.00 Tons)
  • Optional Rules; No effect.

Ratatosk-100 (Old Inner Sphere, 260 CP) : Dating from the late 20’th century, the Ratatosk was instrumental in hauling quite a lot of stuff into orbit. Perhaps sadly, they’re only remembered today when someone’s paging thru a chapter on the history of space flight.

  • Fuel-750 (25 when operating at high altitude) (25.00 Tons)
  • Engine(s); 2x R-100 ICE (Thrust 2/3) (7.00 Tons)
  • Cockpit / Controls (10.00 Tons)
  • Armor-112 (Standard) (7.00 Tons). Distribution : Nose 25, L / R Wing 16 / 16, Cockpit 15, Fuselage 25, and Engine 15. Structural Integrity; 10.
  • Ablative Heatshield-30 (2.00 Tons)
  • Heat Sink-1 (1.0 Tons)
  • Cargo . 48.0
  • Optional Rules; Fuel 600 and Armor-105 (Cockpit 12, Wings 14 each)

   –Hybrid Designs are treated as “conventional” fighters in the atmosphere – and as aerospace fighters outside of it. They do recieve one special benefit; they can mount up to one ton of “extra” armor over and above the limits which apply to conventional fighters. Moreover, the ten “free” points on the aerospace cockpit do not count.

StarFighter-12.5 : This “hybrid” fighter is included because it was the prototype. The first space-capable fighter ever built. Owing much of it’s design to older, conventional, principles, the StarFighter was “slow” and “clumsy” (by modern standards) in space combat, but was, and is, a passable atmospheric combatant. Given the vast advantage of being able to use suborbital jumps to reach and retreat from the battlefield, or of launching before reaching a planetary atmosphere, the StarFighter – along with it’s larger cousin, the FireDrake – represented the peak of fighter development throughout the 2100’s. After all, what did a bit of “clumsiness” in space matter when most conflicts were between nations rather then worlds?

  • Fuel-60 (ICE/Atmospheric) (2.00 Tons)
  • -15 (Fusion/Aerospace) (1.00 Tons)
  • Engine(s); 4x R-25 ICE (Atmospheric, Thrust 8/12) (1.00 Tons)
  • 1x R-25 Fusion (Space, Thrust 4/6) (0.50 Tons)
  • Cockpit (Aerospace; No life support/heat, a limited oxygen supply, and only 5 base armor. Net -1 Ton) (2.00 Tons)
  • Armor-28 (+5), Standard (1.75 Tons). Distribution : Nose 7, L/R Wing 5/5, Cockpit 6, Fuselage 6, and Engine 4. Structural Int; 8
  • Pod Space (4.25 Tons)
  • Optional Rules; Fuel 100/25, Armor +7.
  • Cost; 175/200/250 CP if / when configured to accept Old Inner Sphere/Star League/Clan Technology.

FireDrake-20 : Notable as being the first fighter to be routinely equipped with energy weapons, the FireDrake is little more then a reinforced version of the original StarFighter design, albeit with the addition of a thrust deflection system to give it VTOL capabilities. While not one of the fastest designs, the FireDrake was, and is, supremely flexible – and mounts a considerable payload for it’s size.

  • Fuel-90 (ICE/Atmospheric) (3.00 Tons)
  • -15 (Fusion/Aerospace Reaction Mass) . 1.0
  • Engine(s); 4x R-45 ICE (Atmospheric, Thrust 9/14) (2.00 Tons)
  • 1x R-20 Fusion (Space, Thrust 3/5) (0.50 Tons)
  • Cockpit (Aerospace; No life support/heat, a limited oxygen supply, and only 5 base armor. Net -1 Ton) (2.00 Tons)
  • VTOL-Capable (Move of 10/15) . 1.0
  • Armor-40 (+5), Standard (2.50 Tons). Distribution : Nose 9, L/R Wing 7/7, Cockpit 7, Fuselage 9, and Engine 6. Structural Int; 9.
  • Pod Space (8.00 Tons)
  • Optional Rules; Fuel 120/20, +10 Armor.
  • Cost; 280/320/400 CP if / when configured to accept Old Inner Sphere/Star League/Clan Technology.

   Classical VTOL’s were, at least in most cases, a good deal smaller then most of the gunships in use today. A few of the better old designs include;

Mangusta-3.8 (IS, 19 CP, SL Variants 23 CP) : One of the fastest actual combat helicopters ever designed, the Mangusta was designed to be deployed against rioters and lightly-armed insurgents.

  • IS/Controls . 0.40
  • Armor-11 (Rear 2, Rotor 2, Front 3, L/R Side 2) (0.50 Tons)
  • Lift Equipment . 0.40
  • R-45 ICE (Move 25/38) (0.50 Tons)
  • SRM-2, with 1/4’th ton ammunition (12 shots) (1.25 Tons)
  • Machine Gun, with 1/4’th ton ammo (50 shots) (0.75 Tons)

Puma-5 : A basic, multipurpose, combat helicopter.

  • IS/Controls (0.50 Tons)
  • Armor-11 (Rear 2, Rotor 2, Front 3, L/R Side 2) (0.50 Tons)
  • Lift Equipment (0.50 Tons)
  • R-45 ICE (Move 19/29) (0.50 Tons)
  • Pod Space (3.00 Tons)
  • Cost; 37/45/60 CP if configured to accept Old Inner Sphere/Star League/Clan Technology.

Raven-10 (IS, 45 CP) : Something of a compromise, but reasonably effective in a variety of roles.

  • IS/Controls (1.00 Tons)
  • Armor-32 (Standard. Rear 3, Rotor 2, L/R Side 7/7, Front 8, and Chin Turret 5) (1.50 Tons)
  • Lift Equipment (1.00 Tons)
  • 2x R-60 ICE (Move 21/32) (2.00 Tons)
  • Dual Machine Gun, 1/2 Ton Ammo, Chin Turret . 1.60
  • SRM-2, 1/2 Ton Ammo (Frontal, 25 Shots) (1.50 Tons)
  • Bomb Load, 2x .2 Tons (20/10/5 Contact/Hex/Adj) . 0.40
  • Cargo Space (1.00 Tons)
  • Optimization : +1 Ton for determining Suspension Factor.

Hind-12.5 : Extensively combat-tested.

  • IS/Controls (1.25 Tons)
  • Armor-50 (Rear 8, Rotor 2, Front 16, L/R Side 12) (2.50 Tons)
  • 2x R-75 ICE (Move 19/30) (3.00 Tons)
  • Lift Equipment (1.25 Tons)
  • Pod Space (4.50 Tons)
  • Cost; 93/112/150 CP if it’s configured to accept Old Inner Sphere/Star League/Clan Technology.

Chinook-30 (IS, 90 CP) : A superb heavy cargo hauler.

  • IS/Controls (3.00 Tons)
  • Armor-45 (Standard. Rear 8, Rotor 2, L/R Side 10/10, Front 15) (2.50 Tons)
  • Lift Equipment (3.00 Tons)
  • 2x R-80 ICE (Move 10/15) (5.00 Tons)
  • Floatation System (1.00 Tons)
  • Cable (0.50 Tons)
  • 4x Machine Guns (One per side, with 1 Ton Ammo) (3.00 Tons)
  • Cargo Capacity (12.00 Tons)

Unusual Aerospace “Fighters” :

Hornblower-75 (Star League. 820 CP) : A specialized unit designed to facilitate boarding and capturing other units – such as dropships and jumpships.

  • Fuel-120 (8.00 Tons)
  • Engine(s); R-300 Fusion, Double Heat Sinks (6/9) (19.00 Tons)
  • Cockpit (3.00 Tons)
  • Armor-400+10 (Standard) (25.00 Tons). Distribution : Nose 100, L/R Wing 60/60, Cockpit 40, Fuselage 90, and Engine 60. Structural Integrity; 8.
  • Engineering Gear (Magnetic Grapnels and HullCutter/Airlock system, both used for boarding. Reduces “Swarm To Control” target numbers by -4) (3.00 Tons)
  • Cargo (Infantry, QV; “Cargo Carriers”) (10.00 Tons)
  • 7x Medium Lasers (2 RW, 2 LW, 2 Frontal, 1 Rear) (7.00 Tons)
  • Optional Rules; Fuel 96.

Azores Landing Craft-100 (Old Inner Sphere, 525 CP) : Incredibly common in a tremendous variety of roles. In a military command it usually operates as a supply shuttle – but it is sometimes used to transport infantry, or any of a variety of light vehicles and units.

  • Fuel-75 (5.00 Tons)
  • Engine(s); R-200 Fusion (Thrust 4/6) (8.50 Tons)
  • Cockpit / Controls (3.00 Tons)
  • Armor-248+10 (Standard) (15.50 Tons). Distribution : Nose 60, L/R Wing 45/45, Cockpit 18, Fuselage 60, and Engine 30. Structural Integrity; 10.
  • VTOL Gear (Move 2/3) (10.00 Tons)
  • Cargo Space . 50.0
  • 2x LRM-5, 1 Ton Ammunition (Wings, Fuselage) (5.00 Tons)
  • 2x Medium Lasers (Wings) (2.00 Tons)
  • 2x Small Lasers (Nose) . 1.0
  • Optional Rules; Fuel-60, Armor-233 (Reduce Wings and Fuselage by 5 each).
  • Civilian Version; No weaponry, armor-216/203, and 60 tons of cargo space. 420 CP – if anybody cares).

Long Range Shuttlecraft-100 (Old Inner Sphere, 409 CP plus launch/fighter cost. Usually a noncombat transport, tanker, or rescue unit, the long-range shuttle is one of the few small craft easily capable of a making a trip to a jump point, and returning in a reasonable time without refueling. This also makes it an ideal escape craft, to which end it’s often fitted with decoys and/or ECM suites. Other variants add hoses, medical eq, or whatever fits.

  • Fuel-300 (20.00 Tons)
  • Engine(s); R-100 Fusion (Thrust 3/5) (3.00 Tons)
  • Cockpit / Controls (3.00 Tons)
  • Armor-200+10 (Standard) (12.50 Tons). Distribution : Nose 45, L/R Wing 32/32, Cockpit 18, Fuselage 45, and Engine 30. Structural Integrity; 10.
  • 4x Long-Term Crew/Passenger Quarters (“Cargo”) (15.00 Tons)
  • (Cockpit counts as 1 additional ton. Comfortable for up to about two months, cramped thereafter).
  • Cargo Space (Or additional passenger space) (24.00 Tons)
  • Cargo Space (Usually additional fuel, can’t be used for additional passengers, but may load cargo) (20.00 Tons)
  • Miniunit Docking Port (0.50 Tons)
  • Shuttle Bay (Usually a Reliant Launch) (2.00 Tons)
  • Optional Rules; Fuel-240, Armor-188 (Take off 12).

   -As a note, typical space distances include; Earth to Moon; 60 hexes. Earth to Venus; 24,000 Hexes (Average). Earth / Anywhere in the Inner Solar System, including in the asteroid belt; 80,000 Hexes (Maximum. Average closer to half that), and the Inner System (Anywhere) to a Jump Point; 160,000 Hexes (A type “G” Star). Geosynchronous Orbits are located five hexes out from earthlike worlds. The following table may be used to determine travel time when and if it becomes relevant. The chart assumes that accleration is made at (optimum) thrust-1 and that lengthy periods of higher thrust are unhealthy. If the optimum thrust rule isn’t used, double the number of fuel points consumed during the trip. Entries marked with an “*” are for continious-thrust orbits. All entries are for a “0”- velocity arrival and departure. The chart does not quite match “actual” 1-G thrust times because of the mechanics of the game; acclerations and velocities in Battletech are step functions, rather then continuous ones. The “Sp” entry under “fuel” indicates the use of an ion thruster, rather then a more “conventional” aerospace drive. These are accurate.

 

Destination Fuel Travel Time
Moon Sp 26.0 days
  2 7.8 hours
  4 4.5 hours
  8* 4.0 hours
Venus Sp 92.0 days
  15 16.8 days
  30 8.6 days
  60 4.8 days
  75 4.1 days
  90 3.7 days
  120 3.3 days
  155* 3.2 days
Inner System Average Sp 120 days
  15 27.9 days
  30 14.2 days
  60 7.2 days
  75 6.3 days
  90 5.6 days
  120 4.7 days
  150 4.3 days
  180 4.2 days
  200* 4.2 days
Inner System Maximum Sp 168 days
  15 55.7 days
  30 28.1 days
  60 14.5 days
  75 11.9 days
  90 10.2 days
  120 8.2 days
  150 7.1 days
  180 6.5 days
  200 6.2 days
  284* 5.9 days
Jump Point Sp 238 days
  15 111 days
  30 55.9 days
  60 28.4 days
  75 23.0 days
  90 19.4 days
  120 15.2 days
  150 12.7 days
  180 11.1 days
  200 10.4 days
  400* 8.3 days

.

Unconventional Vehicles :

Stiletto-5 Patrol Helicopter (SL, 33 CP). While never intended to act as part of an invasion, Stilettos have a definite role in planetary defence – harassing raiders and reconissance forces. To this end they’ve been designed with a battery system which can be easily pulled out and replaced – allowing them to swiftly return to the battle after depleting their power supply. Their light layer of Shockfoam is intended to be renewed in a similar fashion – a trick that makes them considerably more durable then they would normally appear.

   Building Stiletto’s requires 55 points worth of technical improvements; Multiple IC Engines (5), SL Crystal- Aluminum Armor (10), Ab. Shockfoam (10), Batteries (10), and Clan ER PPC’s with 3x reduced mass (20). They can be built as clan vehicles, reducing the technical “cost” to 45 points, but increasing the CP cost to 63.

  • Internal Structure and Controls (0.50 Tons)
  • Rotors (Lift Equipment) (0.50 Tons)
  • 2x R-15 IC Engines (Move 16/24) . 0.0
  • Armor-30 (Crystal-Aluminum, +10 points Shockfoam). (1.00 Tons). Distribution: Front 15, Rear 7, R/L Side 8/8, Rotor 2, IS 1.
  • Clan ER PPC (Frontal, SL, 3x Reduced Mass, and has no capacitors) (2.50 Tons)
  • Battery (150 point/10 shot Capacity) (0.50 Tons)

   Given the modular nature of the weapons system, there are many variants on the Stiletto depending on just what weapons the builder has available. Common variants mount 6 Thunderbolt missiles in place of the ER PPC and Battery, trade damage for accuracy with a reduced-mass version of the Clan Large Pulse Laser, or simply mount 5 Drop Mines and 2 Missile Packs.

 

Deconstructor-10 (Update) (Star League, 66 CP). While rarely seen in “professional” military forces, this kind of unit is extremely common in home guard groups and the local militia. While not a candidate for any truly major investment of high technologies, a few modest updates go a long ways towards keeping the unit effective.

   Building the Deconstructor requires 20 “points” worth of Tech. Improvements; Multiple IC Engines (5), S League Crystal-Aluminum Armor (10) – and reducing Clan SRM-2’s to Star League Technology (5). These can be built as Clan vehicles, reducing the technical costs to 10 points, but increasing the CP cost to 126

  • Internal Structure and Controls (1.00 Tons)
  • 2x R-45 IC Engines (Tracked, move 9/14. The wheeled variant moves at 11/17 and is otherwise identical) (1.00 Tons)
  • Armor-112 (Crystal-Aluminum) (4.00 Tons). Distribution: Front 24 Rear 18, R/L Side 18/18, Turret 30, Internal Structure 1.
  • Turret . 0.2
  • 4x Clan SRM-2’s (Reduced to SL) (2.00 Tons)
  • 50x SRM-2 Ammo (1.00 Tons)
  • 4x Drop Mines (0.80 Tons)

 

Firestorm-15 (Star League VTOL. 90 CP). Designed to move in fast, blow something into tiny bits, and get out again, the Firestorm is unsuited to sustained combat, if only because it has no suitable weapons. While the “ori- ginal” design sported an SRM-2 and a ton of Ammo (Normally split between basic and inferno warheads. 75 CP for this 3025’s version), most sane pilots prefer the antimissile system – since it so greatly increases the chance of the rotor (And thus the unit) surviving an SRM volley.

   Building a Firestorm requires no special technologies at all. Anybody can do it. It does, however, require a note of caution; firing too many (4+) missile packs into the same arc at the same time involves a serious risk of having missiles collide – possibly detonating the entire flight (This occurs on a roll of 10+, inflicts 10 points of damage per pack on the launching unit – and pretty much negates the attack).

  • Internal Structure and Controls (1.50 Tons)
  • Lift Equipment (Rotors) (1.5 Tons)
  • R-55 ICE Engine (Move 10/15) (1.00 Tons)
  • Armor-60 (3.00 Tons). Distribution: Front 16, Rear 12, R/L Side 15/15, Rotor 2, IS 2.
  • 6x Frontal Missile Packs (Usually LRM) (6.00 Tons)
  • IS Antimissile System, 18 Ammo (2.00 Tons)

 

Wolverine-20 (Star League Hovertank, 160 CP). Cheap and fast, the Wolverine still manages to “pack” a formidable “punch”. It is, however, primarily designed to act as a screening and spotting unit, usually in combination with Wendigo and Seawolf units. Unfortunately, the design is built around a fairly rare technology – the plasma laser – putting it out of the reach of most sovereignties. If, however, you have access to necessary technologies, they make quite effective scout, screening, and support, units.

   Building Wolverines requires 60 points worth of Tech. Improvements; 3 on Engines (Weight, 15), Clan SRM-2’s to SL (5), Clan CASE to SL (5), Plaser-II’s (30) and Geodesic Armor (5). They can be built as clan vehicles, reducing the technical “cost” to 50 points, but increasing the CP cost to 240.

  • Internal Structure and Controls (2.00 Tons)
  • Lift Equipment (2.00 Tons)
  • R-135 UL/6 Fusion Engine (3 Technical Improvements, Overheats Easily, Only 6 Heat Sinks, and No Backup Systems. Move 11/17) (2.50 Tons)
  • Backup Power System (Required by Plaser), CASE (3.00 Tons)
  • Armor-100 (Standard) (5.00 Tons). Distribution: Front 25 Rear 15, R/L Side 15/15 Turret 30, IS 2.
  • Turret (0.50 Tons)
  • -Plaser-II (3.00 Tons)
  • -2x Clan SRM-2 . 1.0
  • -TAG . 1.0
  • 50 SRM Ammo, CASE (Main Body) . 1.0
  • Optimization; Geodesic Armor . -1.0

 

Woodsrunner-20 (Tracked Scout Tank. Star League, 156 CP). Capable of extreme speed for a tracked vehicle, the mission of the Woodsrunner is to dash near, or sometimes even through, the enemy lines to drop off it’s explosive “surprises”. This – admittedly somewhat bizarre – tactic is greatly aided by the designs extreme maneuverability, which allows it to move easily through crowded terrain – such as woodlands.

   -Building these requires 50 points worth of Technical Improvements; Multiple IC Engines (5), Reducing the Clan SRM-2 Launcher to SL Tech (5), SL Crystal-Aluminum Armor (10), Geodesic Armor (5), Clan Medium Pulse Lasers (Star League, -1 Ton, 15), Batteries (5) – and Optimization (The Woods Movement “modification”, 5). These can be built as clan vehicles, reducing the technical cost to 35 points, but increasing the CP cost to 276.

  • Internal Structure and Controls (2.00 Tons)
  • 2x R-100 XL IC Engines (Move 10/15) (3.50 Tons)
  • Overdrive (Move 10/15/20) (0.50 Tons)
  • Armor-200 (Crystal-Aluminum) (7.50 Tons). Distribution: Front 40 Rear 40, R/L Side 40/40 Turret 40, IS 2.
  • Turret (0.50 Tons)
  • 4x Clan Medium Pulse Lasers (SL, -1 Weight, with no capacitors) (3.00 Tons)
  • Clan SRM-2 (0.50 Tons)
  • -25x SRM-2 Ammo (Main Body, commonly mixed) (0.50 Tons)
  • 10x Drop Mines (Usually deployed as traps) (2.00 Tons)
  • Battery (300 Point Capacity, ~10 full laser shots) (1.00 Tons)
  • Optimization; Geodesic Armor (-1.0 Tons)
  • Optimization; Woods Movement (Reduces the higher MP cost of moving through the woods by 1 MP/Hex – and can pass through “heavy” woods) . 0.0

 

Pestilence-25 (Star League, 165 CP). Designed to act as light screening units, the Pestilence (Officially the “Centurion”, but referred to as “Those pestilential little tanks!” so often that it stuck) carries enough armor to survive fairly serious attacks – and enough firepower that few forces can afford to simply ignore them. They are most commonly deployed to keep enemy units away from lightly-armored support units.

   -Building these requires 25 points worth of Technical Improvements; Multiple IC Engines (5), Reducing the Clan SRM-2 Launcher to SL Tech (5), SL Crystal-Aluminum Armor (10), and Geodesic Armor (5). They can be built as clan vehicles, reducing the technical costs to 15 points, but increasing the CP cost to 315.

  • Internal Structure and Controls (2.50 Tons)
  • 2x R-60 ICE (Move 10/15) (2.00 Tons)
  • Lift Equipment (2.50 Tons)
  • Armor-216 (Crystal-Aluminum) (9.00 Tons). Distribution: Front 50 Rear 36, R/L Side 40/40 Turret 50, IS 3.
  • Turret (0.50 Tons)
  • -10x Clan SRM-2 (Reduced to SL Tech) (5.00 Tons)
  • 100 SRM-2 Ammo (2.00 Tons)
  • 2x Frontal Missile Packs (Usually LRM) (2.00 Tons)
  • CASE (0.50 Tons)
  • Optimization; Geodesic Armor . -1.0

   The most “common” modification to the design involves replacing the Missile Packs with TAG and additional SRM2 Ammo. Reducing the armor in favor of more SRM ammo or an extra missile pack or two (To create a light skirmisher) is also relatively common. The wheeled version mounts a R-60 and a R-70 IC engine, but no lift gear – reducing the move to 6/9 – but making room for TAG and 50 extra SRM-2 Ammunition.

 

Valtorr-25 (Star League, 240 CP, 150 CP for a “fixed” (Non-Omni) variant). The original intent of the Valtorr was to fly over enemy units – just high enough to be out of range of return fire – and either drop things on them or use long-range weapons against units that happened to have only short-range weaponry. While this rarely works out in practice (1) the unit is still fairly effective when properly deployed.

   -Building a Valtorr requires 20 points worth of Tech. Improvements; Multiple IC Engines (5), Omnivehicles (5), XL IC Engines (5), and Jet-assisted Mode (Permits VTOLs to burn fuel to generate thrust – just like a fighter, +5). The costs of various configurations vary – and hence are not included in the basic construction figure. They can be built as clan vehicles, reducing the technical “cost” to 15 points, but increasing the CP cost to 390/300.

  • Internal Structure and Controls (2.50 Tons)
  • Rotors/Lift Equipment (2.50 Tons)
  • 2x R-80 XL IC Engines (Move 10/15) (2.50 Tons)
  • Fuel-20 (Jet-Assisted Mode, Thrust 6/9) (1.00 Tons)
  • Armor-100 (Standard) (5.50 Tons). Distribution: Front 32 Rear 18, R/L Side 24/24 Rotor 2, IS 3.
  • Pod Space (11.00 Tons)

———————–Valtorr-A;———————–

  • Bomb Bay (Usually 20 Drop Mines) (4.00 Tons)
  • 2x Clan ER PPC’s (Reduced to SL, -3 Tons, installed with no capacitors) (5.00 Tons)
  • Battery (300 Point Capacity) (1.00 Tons)
  • SRM-2 Launcher (Clan, Reduced to SL. Rear Mount) (0.50 Tons)
  • 25 SRM-2 Ammo (0.50 Tons)

———————–Valtorr-B;———————–

  • Bomb Bay (For Carpet Bombing) (10.00 Tons)
  • SRM-2 Launcher (Clan, Reduced to SL) (0.50 Tons)
  • 25 SRM-2 Ammo (0.50 Tons)

   1) The rules are set up to keep it from working very well; Altitude isn’t considered while determining range. While this is somewhat “unrealistic”, it’s no worse then the absurdly short ranges given for the weaponry. Both are “compromises” meant to keep the game exciting. Using realistic ranges would require hopelessly unweildy maps, or a scale so large that the units would never move.

 

Huntsman-35 (Star League Hovertank, 162 CP) : One of the classic military compromises, the “Huntsman” chassis was intended to be an updated successor to the Scimitar/ Saladin/Saracen hovertank series; a basic chassis design capable of mounting a wide variety of weapons “packages” and equipment with minimal modifications. That’s why a unit clearly designed for rear-echelon operations mounts such massive armor; it’s a prototype for later frontline units. In the meantime, the Huntsman’s load of drones and/ or cruise missiles is quite effective – if expensive.

   -Building a Huntsman requires 50 points worth of Tech. Improvements; Reducing Clan SRM-2’s to League Tech. (5), S League Crystal-Aluminum Armor (10), Ablative Shockfoam (10), Drone Control Computer (10), Reducing Clan CASE to League Tech (5), and two Optimizations (10). The special SRM warheads are recommended, but not required. They can be built as clan vehicles – but it’s not recommended.

  • Internal Structure and Controls (3.50 Tons)
  • 2x R-70 XL IC Engine (Move 9/14) (1.5 Tons)
  • Lift Equipment (3.50 Tons)
  • Armor-250 (Crystal-Aluminum, plus Shockfoam-80) (10.4 Tons). Distribution: Front 60+20 Rear 40+10, R/L Side 45+15, Turret 60+20, IS 4.
  • Turret (0.10 Tons)
  • -2x Clan SRM-2’s . 1.0
  • 75x SRM-2 Ammo (Usually Decoy, AP, and Inferno) (1.5 Tons)
  • CASE (Clan, Reduced to SL) . 0.0
  • Optimization; Geodesic Armor . -1.0
  • Optimization; Modular Weapons Bays/Lighter Mounts . -1.0

——————-Base Configuration——————-

  • Drone Control Computer (20 Board Range) . 1.0
  • Cargo-14 (Normally various drones and missiles) (14.50 Tons)

Stormwain-35 (Star League, 255 CP) : The first major variant on the Huntsman chassis, the “Stormwain” carries 24 forward-mount Thunderbolt Missiles, three Laser Anti-missile Systems, a Vulcan Laser – and a .25-ton (75 point) battery to run the energy-based defences (Two points are used per antimissile/vulcan shot), rather then the cargo space and drone control computer. While this configuration offers enormous short-term firepower, it normally leaves the Stormwain essentially weaponless after three or four passes. Most commanders give orders for the Stormwain to engage, fire, and retreat immediately, a tactic that tends to boost morale, as it’s rare for an opponent to be able to penetrate it’s massive armor so quickly. Of course, it also requires Thunderbolt Missiles (5), Batteries (5) – and Vulcan Lasers (10).

   Dragonsfire (Star League, 255 CP) : The second major variant on the Huntsman chassis, the Dragonsfire carries 12 Clan Medium Pulse Lasers (Reduced to SL tech, -1 ton, no capacitors. Net .75 tons each) in an expanded turret (+1 ton), three tons of Batteries, a Vulcan Laser, and a Laser Antimissile System. While this version requires an additional 30 points worth of technology (Batteries (5), Vulcan Lasers (10), and those improved Pulse Lasers (15)), it’s extremely good at blowing things up.

   Vixen-35 (Star League Hovertank. 308 CP). Designed to unleash a single blast capable of penetrating almost any armor, the Vixen is a rather specialized unit, and often finds itself at a disadvantage when confronted with many smaller targets. Oddly, the Vixen often enjoys a curious initial advantage, in that casual observation would lead most observers to the conclusion that they are virtually unarmed; the turret is minuscule, no other major weapons are apparent – and what can be seen of the plasma mirror looks more like some kind of communications dish. Quite a few opponents have been unpleasantly surprised to find that the light hovertanks they had dismissed as armored scouts are, in fact, designed to punch straight thru the armor of an assault-class BattleMech.

   -Building Vixens requires 55 points worth of technical improvements; Engines (Lighter x1, 5), S League Crystal- Aluminum Armor (10), Ablative Shockfoam (10), “Enhanced” ER PPC’s (Clan to SL, 3x LIghter, 20), Batteries (5) – and Plasma Mirrors (5). They can be built as clan vehicles, reducing the technical cost to 45 points, but increasing the CP cost to 528.

  • Internal Structure and Controls (3.50 Tons)
  • R-105 UL/3 Fusion Engine (Mounts No Backup Systems, Overheats Easily, and one Technical Improvement. Move of 8/12) (3.50 Tons)
  • Lift Equipment (3.50 Tons)
  • Armor-162 (Crystal-Aluminum +48 points Shockfoam) (6.75 Tons): Distribution: Front 50, Rear 30, R/L Side 40/40, Turret 50, IS 4.
  • Turret (Final Plasma Mirror and SRM Launcher) . 0.20
  • 4 Clan ER PPC’s (Clan to SL, 3x Reduced Mass – and no capacitors) (10.00 Tons)
  • Batteries (600 point capacity) (2.00 Tons)
  • 3x Plasma Mirrors (3.00 Tons)
  • SRM-2 and 50 Ammo (2.00 Tons)
  • CASE (0.50 Tons)
  • Cargo (Usually crew gear) (0.05 Tons)

 

Blitzkrieg-40 (Star League. 185 CP). While opinions vary as to whether the Blitzkreig is an armored infantry transport or an unusually mobile fortification, there is little debate as to it’s purpose; it’s intended to bring infantry to the battlefield – and to protect them there. A tank might be the best comparison, but few tanks carry a crew of up to 120 men. In practice, the Blitzkrieg can be surprisingly effective and versatile; infantry platoons may not really have that much firepower – but a group of them is still respectable. More subtly, a Blitzkrieg can drastically change it’s combat characteristics by simply having people get on and off.

   -Building Blitzkriegs requires 25 points worth of Tech Improvements; Multiple IC Engines (5), S League Crystal- Aluminum Armor (10), reducing Clan SRM-2’s and LRM-5’s to Star League Technology (10) – and adding Firing Ports (The base rules don’t allow infantry to fire from transports. This improvement allows them – but not minivehicles – to do so. Unlike most technical improvements, this one does not cost anything for vehicles – as long as you restrict them to fairly congenial environments. Underwater/vacuum operations are a lot trickier, and it does cost 5 points to put firing ports on sealed vehicles, which is why the notion dropped out of general use during the star league era). In either case, deploying infantry in this kind of thing multiplies the number you can use without damaging loyalty and morale by a factor of ten; they aren’t being put out there unprotected. While these can be built as clan vehicles, reducing the technical cost to 10 points, but increasing the CP cost to 353. This is unlikely. The clans never built anything like this.

  • Internal Structure and Controls (4.00 Tons)
  • 2x R-85 XL IC Engines (Move 10/15) (2.50 Tons)
  • Lift Equipment (Oversized) (5.00 Tons)
  • Armor-204 (Crystal-Aluminum) (9.50 Tons). Distribution: Front 45, Rear 34, R/L Side 40/40, Turret 45, IS 4.
  • Turret (0.50 Tons)
  • -2x Clan LRM-5 (Reduced to SL) (2.00 Tons)
  • -2x Clan SRM-4 (Reduced to SL) (2.00 Tons)
  • 36x LRM-5 Ammo (1.5 Tons)
  • 25x SRM-4 Ammo . 1.0
  • Cargo (Infantry, with Firing Ports) (12.00 Tons)
  • The original, old inner sphere, design used a single, R-65 IC engine, standard lift gear, Armor-194 (Standard, 12 Tons. Front/Turret 42, Sides 38) and an LRM-5 and SRM-4 with a ton of ammo each. Move 6/9, 140 CP.

 

Seawitch-45 (Star League, 216 CP). Intended for cheap local defence, the Seawitch was designed to supply light fire support at long range – coupled with the ability to make a few devastating high-speed passes through a group of wading Battlemechs. Given the appropriate landscape and situation, they can be extremely effective. Of course, a waterborne unit is pretty useless without water, so it’s actual utility is somewhat limited in most theaters.

   -Building a Seawitch requires 15 points worth of tech- nical improvements – reducing Clan ER Medium Lasers, LRM 10’s, and Antimissile systems to League technology. The original version requires no special technologies at all and is nearly as effective – if more narrowly specialized. While these can be built as clan vehicles – reducing the technical cost to nothing, but increasing the CP cost to 486. The clans were never much for boats.

  • Internal Structure and Controls (4.50 Tons)
  • R-105 UL/2 Fusion Engine (No Backup Systems and Overheats Easily. Move 8/12) (4.00 Tons)
  • Overdrive (Move 16) (0.50 Tons)
  • Hydrofoil Equipment (4.50 Tons)
  • Armor-215 (Ferro-Fibrous) (12.00 Tons). Distribution: Front 50, Rear 35, R/L Side 40/40, Turret 50, IS 5.
  • CASE (0.50 Tons)
  • Turret . 1.0
  • -4x Clan ER Medium Lasers (4.00 Tons)
  • -2x Clan LRM-10 (5.00 Tons)
  • -Missile Pack (Usually SRM) . 1.0
  • LRM-10 Ammo (24, Main Body) (2.00 Tons)
  • Dual Clan Antimissile System . 1.0
  • -48 Ammo (2.00 Tons)
  • 3x Frontal Missile Packs (Usually SRM) (3.00 Tons)

   Actually, this design is an upgrade. The “original” version used 6x IS medium lasers, 2x IS LRM-5’s (and 1 ton of ammo), and three frontal (LRM) Missile Packs in place of the antimissile system. This version uses no advanced technologies at all, and costs only 157 CP to build.

   Given the excellent performance of the Seawitch there were a few experiments with hovervehicles with identical specifications. Unfortunately, these turned out to be considerably more expensive. The most successful variant was the Argos (Double Heat Sinks, R-125 Engine, only two frontal Missile Packs, otherwise identical, 436 CP).

SunFire-50 (Star League, 354 CP). Highly specialized, the “SunFire” is designed to close in swiftly, unleash a devastating laser barrage, and pull out once it depletes it’s energy reserves. Of course, this also makes it a primary target while it’s on the battlefield, and leaves it little more then a bonus target while it’s attempting to pull out. Most SunFire crews hope that they’ll never have to try to retreat at all. Despite their impressive armor, few SunFire’s survive more then a few battles.

   -Building SunFire’s requires 55 points worth of exotic technologies; XL IC Engines (5), Reducing Clan F-F Armor to SL (5), Improved Clan L. Pulse Lasers (20), Batteries (10), Reducing Clan SRM-2’s and CASE to League Tech (10) – and Geodesic Armor (5). They can be built using clan Tech, reducing the technical cost to 35 points, but increasing the CP cost to 654.

  • Internal Structure and Controls (5.00 Tons)
  • 2x R-85 XL ICE Engines (Move 9/14) (2.50 Tons)
  • Lift Equipment (5.00 Tons)
  • Overdrive (Move 18) (0.25 Tons)
  • Armor-240 (Clan Ferro-Fibrous) (12.50 Tons). Distribution: Front 60, Rear 36, R/L Side 42/42, Turret 60, IS 5.
  • Turret (2.00 Tons)
  • -8x Clan Large Pulse Lasers (SL, 3x Lighter with no capacitors. Net 2.5 tons each) (20.00 Tons)
  • Batteries (600 points/60 shots available), CASE (2.00 Tons)
  • Sponson Mounts (0.25 Tons)
  • -2x Clan SRM-2’s (One per side) . 1.0
  • 25 SRM-2 Ammo (Main Body), CASE (0.50 Tons)
  • Optimization; Geodesic Armor . -1.0

 

Wendigo-50 (Star League Hovertank, 400 CP). Designed to provide long-range “fire support”, the Wendigo mounts respectable, but hardly overwhelming, weaponry. While a good short-range combat design will easily overwhelm the Wendigo if allowed to get close enough, it is the job of the screening and/or spotting units to ensure that nothing does.

   -Building a Wendigo requires 65 points worth of Tech. Improvements; 3 on Engines (Weight, 15), Clan Arrow-IVs, SRM-2’s, CASE, and Targeting Computers to SL Tech. (20), and Plaser-II’s (30). They can be built using clan tech, reducing the technical cost to 45 points, but increasing the CP cost to 800.

  • Internal Structure and Controls (5.00 Tons)
  • R-165 UL/6 Fusion Engine (3 Technical Improvements, Overheats Easily, No Backup Systems. Move 8/12) (3.50 Tons)
  • Lift Equipment (5.00 Tons).
  • Armor-160 (Standard) (10.00 Tons). Distribution: Front 40, Rear 20, R/L Side 30/30, Turret 40, Is 5.
  • Backup Power System (Required by Plaser), CASE (3.00 Tons)
  • Targeting Computer (Not for Arrow-IV) . 1.0
  • Clan Arrow-IV System (Frontal) (12.00 Tons)
  • -15 Arrow-IV Ammo, CASE (3.00 Tons)
  • TAG (Frontal) . 1.0
  • Turret (0.50 Tons)
  • -Plaser-II (3.00 Tons)
  • -3x Clan SRM-2 (1.5 Tons)
  • 75 SRM Ammo, CASE (Main Body) (1.5 Tons)

 

Merrimac-75 (Star League Hydrofoil, 340 CP). Designed for simplicity and easy maintenance, as well as to replace the aging Monitor, the Merrimac mounts no exotic weapons whatsoever – although an upgraded version, equipped with massive firepower, has been seen.

   Building the “basic” – or shore-bombardment – version of the Merrimac requires no special technologies at all. The upgraded version requires 25 points worth of weapons improvements (QV).

  • Internal Structure and Controls (7.50 Tons)
  • R-135 UL/2 (Overheats Easily and No Backup Systems)
  • Fusion Engine (Move 7/11) with Double Heat Sinks 5.5
  • Lift (Skim) Equipment (7.50 Tons)
  • Armor-240 (Standard) (15.00 Tons). Distribution: Front 50, Rear 40, R/L Side 45/45, Turret 60, IS 8.
  • Main Turret (3.50 Tons)
  • 4x PPC-10’s (28.00 Tons)
  • 2x SRM-6’s (6.00 Tons)
  • SRM-6 Ammo (30 Shots) (2.00 Tons)

—————Shore Bombardment Version;—————

  • Main Turret (Add +8 Turret Armor) (3.50 Tons)
  • 2x Arrow-III Systems (20.00 Tons)
  • 6x Medium Lasers (6.00 Tons)
  • 2x Missile Packs (SRM) (2.00 Tons)
  • 2x TAG (2.00 Tons)
  • 60x Arrow-III Ammo (6.00 Tons)

——————–Upgraded Version——————–

  • Main Turret (Add +8 Turret Armor) (3.50 Tons)
  • 4x Clan L. Pulse Lasers (Reduced to SL, -3 Tons) 12.0
  • 4x Clan SRM-6’s (Reduced to SL) (6.00 Tons)
  • 6x SRM Missile Packs (6.00 Tons)
  • 6x LRM Missile Packs (6.00 Tons)
  • SRM-6 Ammo (90 Shots) (6.00 Tons)

 

Fountianhead-80 (Star League, 504 CP). Carrying some fifteen tons of high explosives for ammunition – as well as the propellants needed to throw it around – this tank packs an utterly devastating punch. Of course, if some- body happens to hit the ammunition supply, the resulting crater is equally impressive. Worse, the Fountianhead is close to immobile by modern standards and mounts little in the way of long-range weaponry, making screening units and positioning extremely important in it’s deployment.

   -Building the Fountianhead requires 10 points worth of technical improvements; Multiple IC Engines (5), and XL IC Engines (5). Both are, in fact, well within reach of the technology of 3025 – if someone digs thru the records to find them. It could be built using clan technology – but this would make it far more expensive, and improve it very little.

  • Internal Structure and Controls (8.00 Tons)
  • 2x R-120 XL ICE Engines (Move 3/5) (8.00 Tons)
  • Armor-300 (Standard) (20.00 Tons). Distribution: Front 90, Rear 60, R/L Side 75/75, Turret -, IS 8.
  • 2x Rear SRM-2 Launchers (2.00 Tons)
  • -50 SRM-2 Ammo . 1.0
  • 4x Large Gas Mortars (12.00 Tons)
  • -40 Drop Mines (8.00 Tons)
  • 30x Light Mortars (15.00 Tons)
  • -300 Light Mortar Ammunition (6.00 Tons)
  • Wheeled Version; 2x R-110 XL ICE (5 Tons) and Armor-345 (26 Tons; Front 100, Sides 85/85, and Rear 75).

   The most common improvement on the basic design is to add crystal-aluminum armor. While this does increase the unit cost to 552 CP, it drastically increases the amount of protection provided by the armor. (Tracked Armor-400; Front 120, Sides 100, Rear 80. Wheeled Armor-470; Front 150, Sides 115, Rear 90).

 

Sniper-90 (Star League. 1012 CP plus the MCr costs of building a C3 command computer). This massive Command / Artillery unit is woefully underarmed when it’s compared to many of the other units in it’s weight class – but it does have excellent armor, a horrific range – and a full range of combat electronics. It’s usually best deployed with a group of faster supporting and screening units. As with most tracked units, it’s relatively slow.

   -Building a Sniper requires 90 points worth of techni- cal improvements; 3x Lighter Engines (15), Clan FF Armor to SL (5), Clan CASE to SL (5), Plaser-IV’s (40), and Clan Streak SRM-2, Antimissile, Targeting Computers, CASE – and Watchdog Systems – to SL Technology (25).

  • Internal Structure and Controls (9.00 Tons)
  • R-360 XL UL/5 Fusion Engine (3x Tech. Improvements, No backup Systems, Overheats Easily. Move 4/6) (8.00 Tons)
  • Extra Heat Sink (15 Total) (1.00 Tons)
  • Overdrive (Move 8) (1.00 Tons)
  • Armor-480 (Clan Ferro-Fibrous) (26.50 Tons). Distribution: Front 100, Rear 80, R/L Side 90/90, Turret 120, IS 9.
  • Backup Power Supply (Required by Plaser) (6.00 Tons)
  • CASE . —
  • Main Turret (1.5 Tons)
  • -Plaser-IV (4.00 Tons)
  • -10x Clan Streak SRM-2’s (10.00 Tons)
  • 200 SRM Ammo (Main Body) (4.00 Tons)
  • 8x Small Lasers (Two per side) (4.00 Tons)
  • 2x Clan Antimissile Systems . 1.0
  • -96 Antimissile System Ammunition (4.00 Tons)
  • Targeting Computer (4.00 Tons)
  • C3 Master Computer (5.00 Tons)
  • Watchdog System . 1.0

 

Jormungand-100 (Star League Submarine. 520 CP). One of the most dangerous naval units around, the Jormungand takes full advantage of the fact that any naval unit can readily be designed to gain double effects from all it’s heat sinks (by simply letting water flow over/thru them) to mount a devestating array of laser weaponry. Perhaps more importantly, it’s “null-signature”, and dual-drive, systems allow it to easily “disappear” even in the midst of battle. All it has to do is get below the surface and move. Last, but not least, it’s impressive surface speed gives it considerable maneuverability in battle and allows it to swiftly reach probable combat zones.

   -Building the Jormungand requires 90 “points” worth of technical improvements; Engines (3x Lighter, extra built in heat sinks, 25), Adjustable Foils (Allows a hydrofoil “lift” system to reverse itself and operate as part of a dive system. Reduces the total weight of a combined lift /dive system by 25%, 5), Clan L Pulse Lasers (Clan to S. League, 3x Lighter, 20), Clan LRM-20’s (SL and 2x Lighter, 15), Water-To-Air Missiles (5), Clan SRM-4’s (5), .5 Ton Double Heat Sinks (10), S. League Crystal-Aluminum Armor (10). The Self-Sealing and Compartmented Improvements are strongly recommended – but not required (10).

  • Internal Structure and Controls (10.00 Tons)
  • R-325 UL/6 (3x Tech Improvements, No Backup Systems, Light MHD Coils, Overheats Easily), with +10 (Net 23) Half-Weight Double Heat Sinks (9.50 Tons)
  • Armor-320 (Crystal-Aluminum) (16.00 Tons). Distribution: Front 80, Rear 40, R/L Side 60/60, Turret 80, IS 10.
  • Lift and Dive Equipment (Submersible/Surface Movement Modes; 3/5, Hydrofoil Movement Mode 8/12) (15.00 Tons)
  • Null-Signature System . 1.0
  • Turret (Pulse Lasers, LRM’s) (3.00 Tons)
  • Periscope (+2 levels for LOS) . 1.0
  • 8x Large Pulse Lasers (Clan to SL, 3x Lighter, 20)(24.00 Tons)
  • 2x LRM-20 (Clan to SL, Lighter, x2, +15)(6.00 Tons)
  • -30x LRM Ammo (Usually 1x Torpedoes, 2x Normal – and 2x Water-To-Air (5 points)) (5.00 Tons)
  • 4x SRM-4 (Clan to SL, Sponson mounts, 5) (4.50 Tons)
  • -100x SRM Ammo (4.00 Tons)

 

Seawolf-300 (Star League Submarine. 1120 CP). While they’re slow and clumsy, the Seawolf is a formidable fire- support unit – and can generally be counted on to outgun anything except another major naval vessel. The Seawolf is by far most effective when combined with some lighter spotting units, such as the Wolverine (QV).

   -Building a Seawolf requires 80 points worth of Tech. Improvements; 3 on Engines (Weight, 15), an Optimization (+1 to base movement, 5), Clan Arrow-IV, ER-PPCs, SRM-2, CASE, and Targeting Computer Systems to SL (25), and Plaser- III’s (35).

  • Internal Structure and Controls (30.00 Tons)
  • Dive Equipment (30.00 Tons)
  • R-270 UL/5 Fusion Engine (3 Technical Improvements, Overheats Easily, No Backup Systems. Move 1/2) (11.00 Tons)
  • Optimization; +1 to base movement (Move 2/3) (0.00 Tons)
  • Armor-600 (Standard) (50.00 Tons). Distribution: Front 125, Rear 95, R/L Side 115/115, Turret 150, IS 30.
  • Periscope (+2 levels for LOS) (1.00 Tons)
  • Turret (4.00 Tons)
  • +17 (27 Total) Double Heat Sinks (17.00 Tons)
  • Guardian ECM Suite and Beagle Active Probe (3.00 Tons)
  • Null-Signature System (1.00 Tons)
  • 4x Clan Arrow-IV Systems (Forward) (48.00 Tons)
  • 60 Arrow-IV Ammo, CASE (12.00 Tons)
  • Main Turret (4.00 Tons)
  • -6x Clan ER-PPC’s (36.00 Tons)
  • -2x TAG (2.00 Tons)
  • -Plaser-III (4.00 Tons)
  • Sponson Mounts (0.50 Tons)
  • -10x Clan SRM-2 (Five per side) (5.00 Tons)
  • 100 Ammo, CASE (Main Body) (2.00 Tons)
  • Targeting Computer (9.00 Tons)
  • Multifrequency Radar (0.50 Tons)
  • Cargo Space (30.00 Tons)

 

The Fury is actually a combination of several units – a set of supporting heavy cargo VTOL’s and a small naval unit – all fastened together. (Yes, this is unspeakably silly. Don’t worry. It gets even worse). The Fury has an extra 200 Tons of cargo capacity available – and thus is commonly used to transport other units. While it’s top speed is only 6 (40 MPH) it is already so heavily loaded that this has no effect on it’s movement rate. 1000 CP.

   -Building Furies requires 55 points worth of Technical “Improvements” : Drone Control Computers (10), Batteries (5), Vulcan Lasers (10), Thunderbolts (5), Reducing Clan SRM-2’s to League Tech (5), and Improved Clan ER PPC’s (SL Tech, -3 Tons, 20).

Support Modules-30 (Basically VTOL’s. Old I. Sphere, 50 CP. Eight units, totaling 400 CP).

  • Internal Structure and Controls (3.00 Tons)
  • R-100 IC Engine (Move 8/12 base, 4/6 assembled) (3.50 Tons)
  • Armor-62 (Standard) (3.50 Tons). Distribution: Front 15, Rear 15, R/L Side 15/15, Rotor 2, IS 3.
  • Cargo Capacity (Internal) (20.00 Tons)
  • Cargo Capacity (External, reduces move as above) (30.00 Tons)

   -Total carrying capacity; 50 Tons. The external cargo capacity of the entire set (Some 240 Tons) is devoted to supporting the Battle Module and whatever happens to be on the deck. Some of the items commonly carried as Internal Cargo include; a Repair Shop (20), Reserve IC Fuel (10), 10x Winterhawks (20), 20x Hunter Drones (20) – and Spare Parts and Ammunition (750 CP worth, 30 Tons). This leaves the Fury with a net total of 100 tons of lift to spare – more if some of this is left at supply dumps. Unloaded, the Fury can survive losing up to four support modules.

Battle Module-200 (Star League Battlecruiser, 600 CP);

  • Internal Structure and Controls (20.00 Tons)
  • R-170 IC Engine (Move 2/3 base, 1/2 assembled) (12.00 Tons)
  • Armor-650 (Standard) (50.00 Tons). Distribution: Front 130, Rear 130, R/L Side 130/130, Turret 130, IS 20.
  • Jump-1 (To soften landings or briefly enhance lift) 2.0
  • 3x Cables (Usually for heavy lifting operations) (1.5 Tons)
  • Guardian ECM and Beagle Probe (3.00 Tons)
  • 4x Drone Control Computers (20 board range) (4.00 Tons)
  • CASE (0.50 Tons)
  • Batteries (3000 pt capacity) (10.00 Tons)
  • Sickbay (4 Ambulance Packages, 1 Hospital Surgery)(2.00 Tons)
  • 5x Vulcan Lasers (2 Points/Shot from Batteries) (5.00 Tons)
  • Frontal Long Tom, with 50 Ammo (40.00 Tons)
  • Main Turret (3.00 Tons)
  • -10x ER PPC’s (Clan – Reduced to SL, -3 tons, No Capacitors) (25.00 Tons)
  • -10x Thunderbolt Missiles (5.00 Tons)
  • 12x Clan SRM-2 Launchers (3 per side) (6.00 Tons)
  • 300x SRM-2 Ammo (Normally of assorted types; Decoy, Inferno, and Normal ammunition are most common)(6.00 Tons)

   Note that this leaves 5 tons unaccounted for. These may be filled in a variety of ways; C3 Master Computers, Parachute Systems (Just in case), ten additional frontal Thunderbolts, Battle Command Computers, some Antimissile Systems (For those who lack Decoy SRM warheads), bombs – or even some infantry guys to repel boarders.

   -The original Fury prototypes were, in fact, designed as salvage vessels. During the Clan assault on Pictsome, a waterworld, a series of suicidal assaults by defending Aerospace fighters sent no less then five dropships, and their cargos, crashing into the sea. The Furies supplied the immense amount of lift needed to salvage both them and their cargo of (Rather badly smashed up) Pumas, armor, and equipment. With their original mission completed, the Furies are being modified for military use as ultraheavy transports/support vehicles, mobile headquarters, and city occupation units. The original version had no weaponry, and far less armor – leaving it with another 120 tons of cargo room and/or the capacity to haul nearly 1000 tons up from the sea floor. Several have been refitted as mobile hospitals and disaster-relief units, but these have little military relevance.

Fury Hit Location Table (Yes, they’re this bizarre.) :

  • 02) Battle Module.
  • 03) Frontal Middle Support Module, Far Side.
  • 04) Frontal Support Module, Far Side.
  • 05) Frontal Middle Support Module, Near Side.
  • 06) Frontal Support Module, Near Side.
  • 07) Battle Module.
  • 08) Rear Support Module, Near Side.
  • 09) Rear Middle Support Module, Near Side.
  • 10) Rear Support Module, Far Side.
  • 11) Rear Middle Support Module, Far Side.
  • 12) Battle Module.

   -After the module struck has been determined, consult the appropriate table for the unit type (Naval/VTOL). As a note, blowing up a VTOL has no effect on anything else – but wrecking the Battle Module wrecks the whole thing.

   -Upgraded Furies generally employ multiple IC engines and a Jet-Assisted VTOL mode (Support Modules; 2 R-65 IC Engines and 15 Fuel Points. New assembled movement; 4/6, thrust 2/3). The updated Battle Module mounts 4x R-45 IC engines (Water move 1/2), mounts Power Amplifiers, Power Capacitors, and an expanded turret for it’s PPC’s (So that it can strafe. I told you that it got sillier), as well as 178 points of crystal-aluminum armor per location, at a total cost of 1200 CP – and another 20 resource points worth of high technology. Ablative Shockfoam is a great idea as well.

   -Upgraded furies often load extra fuel for long-range travel, but the total thrust points available have to be devided by eight thanks to the eight sets of engines. As atmospheric units they do, however, get 30 to the ton.

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