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The Clan Burrock Handbook

The Clan Burrock Handbook

The Clan Burrock Handbook


By:

Daniel Ferro
aka
Daniel Kabrinski
danielkabrinski@gmail.com
Beneath damp sod and old, cold stone,
We plumb the depths without a groan!
Giving no thought to gems in the earth,
We seek a prize of far greater worth!
We crave for battle--salivate dread acid;
What foe dare slumber or stand truly placid?
In daylight and darkness, in sunshine and
gloom,
We bring to each foe his ultimate doom.
Our justice is strict and our sentence is
stern;
Acid will flow and all enemies will burn!
--by: Sheldon J. Young

Credits:
Sarna.net
WarhawkPPC
Field Manual: Crusader Clans
Field Manual: Warden Clans
Operation: Klondike
BattleTech TRO/Other Artists
This book is not official. It was created on
my own time and terms/art are used without
permission from Catalyst, Wizkidz, Topps and
Wizards of the Coast.
SUPPORT THE GAME!!!

BUY IT!!!

This project is dedicated to my wife Jessica,


my one true love, who gave me permission to
enjoy this game. ;D

The Clan Burrock Handbook


Table of Contents
3 8

The Calm of Darkness

9 11

Clan History
History
The Demise
The Aftermath

11 15

16 - 17
18

Clan Unit Information


The Way of Clan Burrock
The Forsaken
The Betrayed
The Vengeful
Uniforms, Allies and
Enemies, Command Structure

62 63

Warrior Skill and Progress


Clan Burrock Skill Table

64 67

Availability

68 85

Personalities and Formations


Personalities
Vengeful/Betrayed Forces
Vengeful Touman
Betrayed Touman
Dropships and Jumpships

86 - 127

TRO Information
Runner OmniMech
Gunner OmniMech
Dark Wraith OmniMech
Dark Assassin OmniMech
Dark Avenger OmniMech
Deathshrieker OmniMech
Spreadwing VTOL
Mosquito Hovercraft
Carrion Strike Tank
Darkling MBT
Siafu Hovercraft
Scarab Strike Fighter
Praying Mantis Bomber
Cicada Exo Suit
Specialized Infantry
Nightcrawler ProtoMech
Betrayed RL Variants

Front and Second Line Forces


Demographics/Bloodnames

19 20

Hidden Star League Facilities?

21 61

Vengeful Technology
Front Lines: OmniTech
OmniMechs
Battle Armor
OmniVehicles
Conventional OmniFighters
ProtoMechs
Improved EI
Rocket Launcher Munitions

128

Random Assignment Tables


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The Clan Burrock Handbook


The Calm of Darkness
December 10, 3070 Planet York
"The enemy convoy is approaching, Star
Captain."

The Burrock is a human-sized Dagdaian insect


which can burrow through solid rock. It
excretes a lethal acid, dissolving earth,
moving freely, without a care for the
resources around it.
A Clan as inferior as Star Adder could rid us?
HA! It is true, we have become one with the
Dark Caste, and have accepted our absorption
into Clan Star Adder, but, secretly, we have
not lost our Clan! Our Clan has learned the
art of deception well and the stupid Adders
will, eventually, find out. To the Clans, we
no longer exist, but we are becoming stronger,
and WE WILL have our revenge!

Kal grasped the joysticks within his Dark


Avenger OmniMech. His eyes, slowly tracking
the Blood Spirit convoy as they approached.
His Improved EI started to display information
on all enemy units over his HUD as they came
into range. Clan Blood Spirit, 500 meters, 5
hostile units and 4 support units, all of them
2nd line as the Underground reported. Four
flatbed trucks with valuable Clan Components,
according to the Underground, some advanced
weapons, internals and armor which can be used
on Kal's Vengeful units. He identified the
BattleMechs, a Warhammer IIC, two Jenner
IIC's, and two Hunchback IIC's. A fairly
dangerous force, and for Kal, the more danger
the more value.
It was nothing the Burning Scythe could
not handle.
"Star Captain, let us feed on these weakminded Surats already!"
"On my command you will engage.
Warrior, we must get this right."

Patience

The Clan Burrock Handbook


The Vengeful is always eager for combat
and it has been a little while. Kal was
desperate to resupply after several
Underground losses and he was not going to let
some traveling Vengeful force ruin the
opportunity. Kal won the bid to engage the
convoy versus another Burrock Star Captain,
Vlad of the Blood Reapers, who arrived in his
territory. Kal commands a static formation
which operates as a garrison unit so they see
less action. Traveling formations are moved
where needed and love to take advantage of
better Underground movements. This gives them
better equipment but a lack of authority and
presence compared to static formations.
Static formations are in charge and trusted
because they are always around to assist the
Underground. Kal sees travelers among the
weak, taking advantage of other Underground
due to their lack of command prowess. New
commanders need to learn how to operate as one
instead of flaunt their status.
Alas, Kal won the bid, not because of his
authority but because of his recklessness. He
risked himself as the only OmniMech. Vlad,
who is a new Vengeful commander, was
intimidated by the bid, his previous being
himself, two Runner OmniMechs and a Star of
Siafu OmniVehicles supported by Cicada armor.
Kal bid a star of Mosquito OmniVehicles and
three points of Cicada Armor to accompany him.

His light vehicles equipped with one shot


rocket launchers were high-risk enough to
force Vlad to back down. It is easy to
pressure new commanders who are not
experienced enough to have confidence in his
unit. Unfortunately for Kal, if his plan
fails and vehicle rockets do not kill the
enemy, he will be horribly outclassed and
forced to retreat or face death. He will not
fail the Underground again. A glorious death
is becoming a worthy option.
Kal's forces are hidden in thick forest
coverage along the convoy's path. It is
almost nightfall but this does not hinder
their Improved EI optics. A neon-green grid
over the battlefield easily displays their
enemy's position. To further shield them from
the enemy, one of the Mosquito Tanks is
equipped as the "Scout" configuration
providing ECM. With Improved EI
communications and ECM, his forces are
virtually undetectable and have a horrendous
advantage.
300 meters. They are very close and
almost in position. Kal felt a chill go up
his spine... nerves and adrenaline. Much
different than Improved EI Implant feedback
which can kill a Warrior.

Time to motivate the unit.


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The Clan Burrock Handbook


"Vengeful Burning Scythe! The strong and
swift! When I say GO I want all Mosquito
tanks to move out and fire everything behind
the enemy BattleMechs. Star Commander Anthony
and I will focus on the Warhammer IIC. Cicada
armor, execute the merchants to stop the
Convoy then focus all attacks on the remaining
BattleMechs. When all enemy threats are
destroyed, I want the gunner crew in
Mosquitoes to occupy captured convoy units and
move out as fast as you can! Leave no
survivors!"
Kal calmed down a bit and thought to
himself. If I do not survive I will die as a
brave Warrior bettering my Clan. If I
survive, this will earn me a spot for a
Bloodname.
150 meters.
...
50 meters.

which is about to be released on them. I am


ready, I hope you give us your best, Blood
Spirit whelps!
"...GO!!!!"
Kal pushed his Dark Avenger as fast as it
could and started to close in on the
Warhammer. Anthony moved much faster, the
Mosquito pushing dirt into the air and
struggling to maintain stable movement. It
looked like nothing for Anthony, a very good
Hovercraft pilot who is also adept at piloting
an OmniMech.
Kal took aim, following some range and
targeting suggestions from Improved EI, then
fired his Large Pulse Laser followed by dual
LRM-20 launchers. The pulse laser cut into
the right torso rear of the Warhammer,
exposing the ammo feed for its shoulder
mounted SRM launcher. Lucky for the Warhammer
the LRM's hit every other location, knocking
it off balance, but the Warrior managed to
stay up.

"All units....3"
"2"
"1"
The convoy passes, unaware of the havoc

Kal's nerves got the best of him. He


felt the heat flow into his cockpit and
noticed the stress he caused on the Dark
Avenger as it started to struggle. The EI
Implant worked hard at regulating the output
in order to vent all of the heat as fast as it
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The Clan Burrock Handbook


could. Without double heat sinks, this
feature is essential, as it helps single heat
sinks work at least 50% more efficient.
The Warhammer, now aware of the ambush,
twisted and returned fire with its arm-mounted
ER PPC. The blue bolt of particles lit up the
area and hit the right leg of Kal's Dark
Avenger, causing him to stumble. The shock
from the hit sent feedback up his spine but he
retained consciousness. Kal's display showed
him that his Dark Avenger's upper leg actuator
suffered severe internal damage which will
make his speed much slower.

annihilated before they could react. The


Cicada Armor were successful, then two points
ran with their enhanced ground speed to take
down the last BattleMech, a Hunchback. The
Hunchback managed to take out one of the
Mosquitoes with a well placed Ultra Autocannon
shot then turned its focus on Cicada armor,
stepping on them, then firing its ER medium
lasers. The last point of Cicada avoided the
Hunchback and moved in on the downed
Warhammer, focusing their fire on the cockpit
to execute the doomed warrior. The Hunchback,
outnumbered, tried to reason with the rebel
force as a proxy to save the mission.

Just as the Warhammer turned around


Anthony's Mosquito flanked it and launched
almost 100 rockets, at once, into the back of
the Warhammer. The cloud of missiles roared
through the night sky then blew apart armor
and internal structure, making the BattleMech
limp, then fall uncontrollably. The sound of
the gyroscope grinding against armor and
internals ensured it would stay down.

"Listen to me, cowards! As the last


Warrior in my Star, I declare a honorable
combat against the Pilot of the Ostsol in
exchange for the Convoy's freedom."

When the other Blood Spirits realized


they were under attack it was too late. All
of the hovercraft had moved into position and
fired their rockets. The amount of ordinance
flying through the air echoed and shook the
ground as if a few bombs went off. Both of
the Jenners and only one Hunchback IIC were

"Freebirth Toads! You will feel the


wraith of Clan Blood Spirit!!!"

The Cicada armor around it fired their


one shot SRM-2 launchers, which hit multiple
locations making the target much weaker. They
then followed with their Machine Guns.

Kal turned his attention on the Hunchback


IIC.
"All units cease fire at once!"

Kal
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The Clan Burrock Handbook


switched channels, "Warrior of Clan Blood
Spirit. I am in the mood for such a little
game. I, Kal of the Forsaken Dark Caste,
accept your challenge. If you win you can
take your precious convoy. I want your
Blood."

Kal felt an electric shock shoot up his


spine. He let out a blistering scream which,
despite his lack of focus, managed to send
over both the regular and Improved EI
communications channel. He still managed to
hear most of Anthony's voice.

I will feed you to a Burrock you pathetic


excuse of a Clan Warrior.

"All units, the Hunchback is down! All


enemies have been destroyed and the convoy has
been captured. The mission is a success! All
Underground units who are on hold begin the
salvage operation."

The Hunchback brushed the damage from the


Cicada's off and turned toward Kal. "I will
enjoy tearing you to shreds, Dark Caste scum!"
"Bah! I have no interest in becoming
part of Clan Blood Spirit. The name puts a
taste of vomit in my mouth. Give me death,
whelp! It is a more satisfying fate."
Kal smiled and without any hesitation he
fired his Large Pulse Laser. The beam tore
armor off the left torso just below the
massive Autocannon bore exposing some
internals. He immediately followed with both
of his LRM-20's, but, the Hunchback had
already returned fire. Both Autocannons
blazed at full force, firing four salvos of
slugs. Three of them must have hit, it
knocked Kal down, and the feedback from the EI
Implant shook him violently in his seat. He
let out an enormous laugh.

Die, you weak-minded Blood Spirit whelp!


"All hail the power of Clan Burrock!"
Even in all his pain, Kal embraced his
demise. His vision blurred, blood leaked from
his mouth, nose and ears. Even more pain shot
out from his spine into his brain and limbs.
He bit down on his teeth, biting the inside of
his mouth, trying to get himself together but
the pain was just too much for him to
overcome. He heard a pop and smelled smoke in
the cockpit signifying that the Improved EI
system destroyed itself. Then, all was quiet.
He embraced the sound of static, then the hum
of the fusion engine, then nothing. His pain
started to ease. Finally, Kal exhaled and
closed his eyes.

The Clan Burrock Handbook

Slowly, he fell into the calm of darkness.

Clan History -->


8

The Clan Burrock Handbook


The History of Clan Burrock
Written by Loremaster Maria Gastopiv and
Khan Sandra Polzcyk
Operation: Klondike is an important part
of our past. We liberated Dagda on our own
while other Clans showed us no cooperation and
disgraced us despite our skill and cunning.
The liberated among Dagda would have become
fine bondsmen, doomed to work the lower caste,
but the Grand Counsel ordered their
destruction. Worthless dogs! So, our Khan
made a bold move; he allowed a Trinary of
Burrock Warriors with enough lower caste
members to join the Dark Caste and protect
them in exchange for Dark Caste cooperation.
The Burrock forces took a vow of silence
knowing it could mean our annihilation.
Birth of the Underground
The Grand Council saw the Burrock trinary
as traitors. Things could not go any better!
We were ordered, along with Cloud Cobra, to
hunt down and destroy them. The blind Cobras
followed their master like obedient dogs. We
did not, refusing to destroy our own people,
then put up an act that fooled everyone. Our
forces managed to escape and our connection
with the Dark Caste officially begun. To this
day, we refer to the Dark Caste as The
Underground.

The Infestation
Clan Blood Spirit has always been a weak
and disgusting Clan but they are a threat to
our existence. They think they understand the
true vision of Kerensky but they preach words
that are clouded with their own wrongful
ambitions. They support the weak and the
useless, especially the sickening not-named
Clan, and always give to others as though they
are martyrs. Alas, they were a perfect
distraction. Other Clans have lost their
trust for Blood Spirits and our Khan made a
move which improved our Clan's image.
Our Khan called for the annihilation of
Clan Blood Spirit. Once again the Council is
disgraceful and refused the trial but that was
not our concern. Everything worked out in our
favor because we fooled the Clans. To improve
our image further we raided and showed Clan
Blood Spirit for years without honor. Our
attacks allowed us to re-supply and strengthen
our forces.
Our act started to pay off! The Clans
honored us. Most of them used us to transport
vital components to and from the Kerensky
Cluster. This worked almost too well! We
spread our Underground further by growing
connections with the Dark Caste and increasing
our supply lines. We even conducted fake
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The Clan Burrock Handbook


pirate raids on our own escorts to receive
more than our fair share. We covered more
ground than any other Clan in history, all
underneath the radar. To our surprise, the
stupid Cloud Cobras actually allowed us to
garrison some of their worlds! The Dark
Caste, despite being shunned from Clan
society, proved useful. We even started a
series of attacks against the Fire Mandrills,
which strengthened our Touman, and increased
our supplies. Things were going well for our
Clan and our ties with the Dark Caste
flourished.
When the time came to prove our honor and
invade the Inner Sphere our Clan naturally
pushed for an invasion spot. Our Khan thought
we would get it for sure knowing our status in
Clan society. We were dishonored for the last
time. We did not win a spot in the invasion
force. Despite our usefulness among the Clans
they viewed us as insignificant. All we were
capable of, in their eyes, was the same thing
their second lines could do. Furious and
insulted, the Burrock Khan ordered trials
against Clan worlds we have garrisoned. The
other Clans retaliated and were able to push
our front-line forces back.
The underground remained unnoticed, as
always.

The Demise
Clan Star Adder had learned about our
ways from an unknown source and revealed this
to the Grand Counsel in 3059. Those suspected
in the Underground were executed, to prove a
point, that our Clan does not tolerate
treachery. The Grand Council approved our
absorption into Clan Star Adder. They were
rewarded like any stupid dog obeying its
master. Our beloved enemies Clan Blood Spirit
were outraged that they did not receive the
honor. Luckily, we were spared the
humiliation of being absorbed by a weak and
pitiful Clan.
Conspiring with the Dark Caste was seen
as a disgrace to the Clan way but we do not
care. On Dagda the Clans dishonored our
enemies by wasting their usefulness and the
Clans have dishonored us by destroying our
rightful property and pinning us against our
own kind. The Underground has allowed us to
support our Clan like no other and ensured our
survival. Were our actions really
dishonorable or were the other Clans fearful
of our success? Kerensky would not have
killed those willing to help the Clans.
To prove our might we bid our entire
Touman which sealed our fate. Our
reinforcements became stranded and within a
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The Clan Burrock Handbook


couple of days our Khan, saKhan and Galaxy
Commander, who started the Underground, were
reported dead. The battle was lost. To save
the rest of our forces, brave Burrock
Commanders challenged the Star Adders as
proxies. They are known today as The
Forsaken
To our surprise, Clan Blood Spirit
launched an attack! Typical of a weak Clan.
They threw everything they had at us. Such a
childish Clan we can count on. To defend
their own honor Clan Star Adder formed an
alliance with the remaining Burrocks and they
attacked the Blood Spirits as one. Despite
their efforts, the Blood Spirits were defeated
and lost the majority of their forces. When
the damage was done, Star Colonel Carlos
Hutchinson used himself as a proxy and died to
save the remainder of our Clan. Other
commanders followed in his footsteps and the
trial of absorption was finally over.
The Aftermath
Like the Burrock, we await below the
surface, moving silently and awaiting our
chance to strike and burn our enemies. Clan
Star Adder boasts about an "accepting
attitude" among their ranks. Secretly, we
have not accepted anything. Most of our Clan
lives on within the Underground while The

Forsaken report their findings to the


Underground. The Clans have drifted too far
to recognize the glory of Kerensky and the
Star League, dishonoring themselves and the
rest of their kind, which ruined all hope of
conquering the Inner Sphere.
We wait patiently, rebuilding our forces
and performing raids as one with the Dark
Caste. We research our own technologies and
find ways to utilize them for our own personal
gain. Our goal is to exhaust the Clans by
destroying their foundation then rise from the
ashes and annihilate them. As true followers
of Kerensky we will rule under our own banner
and get the justice he deserves.
The Way of Clan Burrock
We are the great among the Clans. While
the Clans fight their pathetic battles,
politically and forcefully, we rebuild our
forces by utilizing the Underground they spit
upon. Our deceptive battles are fought among
Clan Star Adder. Any findings related to
technology, strategy, logistics and enemy
positioning are reported to the Underground.
All Burrock warriors, no matter what their
allegiance or situation, report to the
Underground. Our battles are guerrilla in
nature as the Clans do not deserve honor. We
strike at night, rarely in broad daylight,
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The Clan Burrock Handbook


with haste and precision. We utilize terrain
to our best advantage and attack from all
angles. We fulfill our objective then retreat
and report back to the Underground.
The Underground is our own creation and
it is a vital part of our clan. The Dark
Caste have always been wasted by the other
Clans. While they see a wastepool of freeborn
and trueborn who have failed to adopt the Clan
way, we see opportunity. Since the tragety on
Dagda during Operation: Klondike the
Underground has kept our forces supplied with
useful information and unsurpassed logistical
support. The Underground spread from Dagda
onto almost every Clan Homeworld. As a
result, we have a wide-spread army we call
"The Infestation."
This has been going on since the creation
of the Underground and it has only been
exposed once. Lucky it was a minor operation.
An unnamed warrior exposed us and he suffered
a dishonorable fate. Everyone trueborn or
freeborn, warrior or merchant, takes a vow of
silence or suffers the shame of annihilating
their own kind. They cannot escape. The
Underground is everywhere. Their ultimate fate
is being humiliated, tortured then bound and
fed to a Burrock...
a l i v e.

The Underground: The Trio


Our Touman is unorthodox and spread among
the homeworlds. We deceive Clan Star Adder
and operate well within them. The Underground
is the real Clan Burrock. As of today, the
Underground is roughly ten Galaxies in size
and continues to grow.
Using Star Adder OmniMechs is a shame
some warriors must face. They are weak
machines that spheroids can conquer!
Underground scientists have worked together
and created our own OmniMechs which suit our
combat style. Our OmniMechs utilize standard
equipment technologies which work with our
tactical doctrine. We used to prefer light
and medium class but now we use an even mix of
light, medium and heavy. Assault class are
dedicated to those who prove worthy enough to
pilot them. Those with OmniMechs are proven
and hold the most authority. Other warriors
use ancient Star League designs refitted with
what the Underground can find in the area.
A standard Burrock formation can vary
dramatically depending on location and
Underground performance. We use primitive
Star League technology sometimes refitted with
Clan technology. Some pilot salvaged Clan
OmniMechs if obtained. Common formations are
a mix of BattleMechs, Fighters, Tanks and
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The Clan Burrock Handbook


Conventional Infantry. The commander usually
has a heavy or assault machine of his/her
choice if the circumstances are right. These
forces, which we call The Betrayed, are under
command of forces we call the Vengeful. They
are probably the most devious and talented
warriors the homeworlds will ever face.
Burrock forces are trained to strike
quickly, with unsurpassed precision, and leave
nothing behind. The Underground does not
offer honorable combat because it would be
stupid. It would expose who we are. The
Underground preforms raids against all Clans
without discrimination and will take whatever
necessary. Nothing is left behind, There are
never survivors, only those willing become one
with the Underground, which is a rare
occasion. Anyone we cannot trust is executed
on the spot or suffers an agonizing death.
"The Forsaken"
The Forsaken is the only well known
portion of our Clan. They are aptly named as
they suffer the burden of becoming one with
the enemy. Although, they are still one with
us. They suffer among the ranks of Clan Star
Adder but show their honor by working quietly
with the local Underground. They are trained
well in the art of deception, something our
Clan has been great at since creating the

Underground. Through them, we get a look into


Clan politics, technology, tactics, strategy
and other issues and concerns we could
probably never get with the Underground.
"The Betrayed"
The Betrayed are an essential part of our
military. Because of our unique formation,
every caste is just as important as the other,
including warrior. We have to rely upon each
other on a whole new level in order to succeed
in our goal. The Betrayed consists of
Warrior, Scientist, Merchant or "Pirate",
Technician, and Laborer castes. They are ruled
by the Vengeful, though respected, because
they rely heavily on one another.
The Betrayed operates as a pirate band or
any typical Dark Caste formation. They raid
second-line forces to fulfill a primary goal.
Normally, it is day to day supplies we need to
operate. The Betrayed will never go as far as
engaging any type of front line formation
unless the situation is dire. They prey on
the weak and take everything.
Scientists research new technologies and
educate. Also, they research ways to make
natural breeding more efficient by looking
heavily at the human genome. They keep DNA
records of everyone for security and breeding
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The Clan Burrock Handbook


reasons, then pair couples together to create
better freeborns. On a side note: Our Khan is
not freeborn but it is very possible for a
freeborn to run the Clan in the future.
Merchants, or "Pirates" as we sometimes
call them, smuggle goods among all
Underground locations. They take careful
control of all logistics by watching our flow
of supplies and working closely with the other
caste members to make our operation as
efficient as possible. They are very good at
what they do with plenty of equipment at their
disposal. Jumpships, Dropships and military
units assist them with raiding Clan supply
lines.
Technicians maintain and repair our
equipment. Their training is harsh because
they must be quick and efficient with all
field repairs and refits. They cannot afford
to make mistakes because of their high level
of importance. They are highly respected
compared to the other castes.
Laborers assist with almost any kind of
operation, loading and unloading materials,
and other duties other castes may require or
them. They are the backbone of the civilian
castes. If we did not have Laborers we would
surely be discovered.

"The Vengeful"
We are the elite of the Underground. We
are the silent, the patient and the angered,
waiting for our time to rise and destroy all
the disgraced children of Kerensky.
A Vengeful Trinary is usually 5
heavy/assault OmniMechs and light OmniMechs
supported by Battle Armor, Fighters, Tanks and
Protomechs. A Trinary lacking a full number
of OmniMechs will rely on ProtoMechs to round
them off or simply drop to a Binary. Weaker
formations will rely much more heavily on
ProtoMechs. Only those who are trusted and
prove themselves to Clan Burrock receive the
honor of becoming one of the Vengeful. When
we are present in an Underground operation we
take the highest authority and assist the
operation so we can better supply the area.
Our Vengeful force is growing in size but
it is spread among the Homeworlds making them
appear much smaller than what they are. The
largest infestation, lead by our Khan, resides
on Dagda and is a Cluster in full strength.
Other Homeworlds have smaller formations which
monitor our most precious assets and assist
the local Underground.

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Uniforms, Decorations and Insignias

Allies and Enemies

The Vengeful are the only ones who chose


to identify themselves in order to show their
authority. This is easily achieved by their
improved EI implants which look like body
tribal tattoos. Pins are warn to identify the
military and lower castes which mimic the
primary enemy Clan presence. Units are
painted with regular camouflage and dress in
what they see fit while utilizing appropriate
military and civilian attire.

We share no allegiances. Our allegiance


among Clan Star Adder is deceptive. They will
soon learn the mistake they have made. The
Clans are weak because they failed Kerensky in
his vision. They have betrayed their own
kind. Their sympathy for the Inner Sphere,
the annihilation of Clan Smoke Jaguar, and the
split of Clan Wolf sealed their fate. The
spheroids may know where the Homeworlds are
but they will not know how to dispose of Clan
Burrock. We are an infestation they cannot
hope to remove.

Command Structure
Our Clan is widespread but ruled by the
Warrior caste, the Vengeful taking the highest
authority. All warriors are respectful to the
lower castes because they need them to
operate. Warriors are split into two classes,
The Vengeful and The Betrayed.
When there is no Vengeful presence the
castes are ruled by the highest ranked
Betrayed warrior. The Betrayed reports to
their superiors when needed otherwise they are
capable of operating independently. If for
any reason there is no warrior presence all
castes report to the Merchant or Pirate
caste as they have better reliability while
operating independently compared to the other
civilian castes.

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Front Line and Second Line Forces
as discussed by Scientist-General
Persephone

armor technologies. Each variant is then


equipped with pod mounted Clan grade
technology, salvaged by the Underground.

Our totem OmniMechs, expressed earlier,


are utilized by our elite forces. Compared to
other OmniMechs created by the Clans these can
look laughable but to understand them you must
understand how Clan Burrock operates.

To make up for our OmniMech weakness they


are deployed with a mix of Exo Suit Battle
Armor, Conventional Fighters, ProtoMechs and
Vehicle support. Armor is dropped off by our
fast moving light OmniMechs and work with them
by pinning down the enemy. Support elements
like Tanks and Fighters move in, or heavier
OmniMechs, and finish off the enemy. A battle
is never fought honorably. We preform raids
when we need supplies and sometimes just to
destroy any weak Clan presence.

The standard design process for all


OmniMechs relies on statistics based on the
type of logistics we can rely on from both
salvage and production operations. For
example, while Double Heat Sinks are
relatively common among Clan space, we cannot
rely on them to be available because they are
among their front line forces and harder for
us to replicate. It would be dangerous to
rely entirely on battlefield salvage.
Incorporating any advanced technology into the
base chassis of an OmniMech will not ensure
any vivid repairs. Also, we would not look
like a pirate band, even though creating and
using OmniMechs is suspicious enough. We can
and do rely on standard Clan weapons. They
are fairly easy for the Underground to
salvage.
As a result, our base chassis for all
Omni-types are very simple, only equipped with
standard heat sinks, engines, internals, and

Standard unit refits can vary depending


on the Underground's performance in the area.
Take the Wyvern for example. If the
Underground is doing well its lasers could be
upgraded with Clan grade lasers, missile
launchers, and armor. Poor performance would
leave the standard components on the machine
and replace them as needed, given the supplies
are available. All Clan technology salvaged
is given to The Vengeful. Anything leftover
is given to the Betrayed. While this may seem
counterproductive it actually encourages The
Betrayed to operate with more caution. Their
performance really determines how well they
are supplied.

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Most refits among The Betrayed utilize
standard components, which are Star-League
level weapons, assisted by Rocket Launchers
which were once popular among the Pentagon
Powers during Operation: Klondike but far less
primitive. Advanced munitions are available
for Rocket Launchers which make them much more
deadly. Formations with these refits are
usually BattleMechs supported by Vehicles and
Conventional Infantry equipped with LAW's.
While the majority of operations happen
on ground we do have pirate operations which
exist in space. This is where we keep any
Aerotech fighters we salvage or refit. We do
not have any warships as it would be
suspicious. We do have Jumpships we have
captured along with a sizable force of
Dropships. They usually haul materials from
planet to planet when required. It takes a
lot of coordination but we manage to get the
job done.

Demographics -->
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Burrock Demographics
Affiliation: Crusader
Capital: None
Population (Clan Space): Unknown
Population growth rate: Unknown
Self-Sufficiency Index: Predominately Crusader
Leaders

Bloodnames
General Bloodnames
Gastopiv
Hutchinson
Marghar
Polczyk

Khan: Sandra Polczyk


saKhan: Ian Van Houten
Loremaster: Maria Gastopiv
Scientist-General: Persephone
Merchant Factor: Tyler Moreau
Master Technician: Jack
Senior Laborer: Marla

MechWarriors

Military

Holliday
McMillan

Clusters: 10-12
WarShips: None

Pilots

Clan Space Worlds


All Homeworlds and Pentagon Worlds
Primary Holding: Dagda

Lamongue
Linn
Van Houten
Elementals

Columbo
Moreau
Nga

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The Clan Burrock Handbook


Hidden Star League Factories?
as explained by Khan Sandra Polczyk
Propaganda.
Morale was low enough among the forces of
Clan Burrock. We constantly scavenged, losing
forces and supplies, failing objectives, but
as a Khan leading a Clan struggling to survive
I knew there were some actions I would have to
take... with honesty or dishonesty.
As many know, before our destruction (I
consider being part of Clan Star Adder just
that) the Burrocks were under heavy
collaboration with the Dark Caste. This
spread to multiple planets and it increased
our influence under the counter. Essentially,
the Dark Caste helped us build up to a power
to be reckoned with in Clan space. This is
the long story short.
Unknown to them, our Khan at the time
knew our days would fall short and knew upon
discovery the Clans would not approve of such
dishonorable means of growth. Under his
orders independent teams among the Dark Caste
searched far and wide locating suitable places
to build basic underground production
facilities. It took some several years but
the results were fair at best. Alas, they are
not the greatest. They are run off of

salvaged fusion engines, factories are pieced


together with any kind of salvaged materials
and only the most basic equipment can be
created. They do not operate at the same rate
a normal facility could by any means but they
work well for what we need them for.
In summary, we will never have the
ability to produce Clan Technology as long as
we remain hidden. Even Clan Diamond Shark
would be hesitant to supply us.
We do not have a eugenics program and we
attempt to make up for it through selective
breeding.
Our facilities can only create
200, 300 and 240 Fusion Engines, standard
internal structure, standard armor, and
standard weapons at a relatively slow speed.
Battle Armor is something we can never have
unless we create standard Exoskeletons.
Because of the low rate in which Fusion
Engines are created we must rely on Internal
Combustion and Turbine engines for vehicles
and fighters. These are but a few examples,
but, this is the main reason we rely on
modular technology. Our base chassis can
adapt to whatever salvage we gain on the field
faster than a normal unit and it is something
we rely on to survive.
In the midst of our destruction these
facilities have become forgotten. This was
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until I discovered some hidden information a
couple of years ago, complete with directions
both real and fake. I brought together a
specialized Trinary and ordered them on their
way, searching for relics.
Because of this set of "Star League
Relics" morale has risen ten fold (you must
know that we consider the exodus team lead by
Kerensky as the true Star League so these
facilities are imagined to have been built by
them and lost in time). You will still have
those who do not believe, and that is fine,
but the rest of Clan Burrock took the news as
a ray of hope. And honestly, I do not think
anyone cares enough to expose the truth. If I
told my people that we are close to extinction
and these facilities were built over years of
desperation to ensure our survival it would
not have the same effect.
Our old Khan
doubted the abilities of Clan Burrock, and for
that I am shamed, but some good has come from
all of this. It was a well needed push.

Vengeful
Technology -->
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The Front Lines: Omni-Technology
as discussed by Scientist-General
Persephone
Omni-Technology (OmniTech for short) has
become the standard for Clan Forces for good
reason. It is the ultimate in logistical
flexibility. As a large scale Dark Caste
operating Clan the need for OmniTech is
actually very high. With ease of maintenance
and the ability to pod-mount salvaged weapons
the Underground can gain an unsurpassed
advantage.

finding the other facilities. Only two others


were discovered but it was enough to begin
research. The Khan approved the research and
production of 5 types of OmniMechs, 2
OmniVehicles, 2 Conventional OmniFighters, and
an Exoskeleton. Their performance allowed for
another OmniMech and 3 more OmniVehicles. A
more recent project involved ProtoMechs which
are being adapted to our Touman.*
* NOTE: To inquire about the intentions
behind the design process see the article
"Front Line and Second Line Forces"

One issue: how do we produce such


machines? For decades we have struggled using
just about anything we can get our hands on.
Years ago, a Burrock strike force was in the
process of leading a raiding operation against
Clan Blood Spirit. Along the way they made a
ground breaking discovery. A point of
Infantry gathering intelligence on Blood
Spirit positions stumbled upon an underground
Star League production facility hidden deep
within a canyon, below layers and layers of
open caverns. It contained a factory capable
of creating BattleMechs, Vehicles, Fighters,
several types of fusion engines plus any
equipment related to them. Also, coordinates
of 5 other facilities hidden on other planets
around Clan space. The Underground
immediately spread the word and worked on
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OmniMechs:

A Brief Overview

Many projects have been scratched but


five core designs have been created and are
utilized by our elite Underground forces, The
Vengeful. Their base chassis is as basic as
we could make them so they are easy to
maintain and repair. They are based off of
common 2nd line Star League designs so they
look like pirate refits. As a result, they
are ugly and sometimes inefficient, but they
are more than capable of fulfilling our needs.
With the base configuration comes several
military standard configurations designed to
work with the other OmniMechs it may be
around. Our lightest OmniMechs, the Runner
and Gunner, are actually Quad frames based off
of the Scorpion. They are very common among
our forces because they both share the same
fusion engine rating. If one of them is
beyond repairable we can actually use the
engine on another working frame. Our two
heavy OmniMechs are our main source of
firepower on the battlefield. The Dark
Avenger utilizes a heavier 300 rating fusion
engine which is also used on a heavier design
I shall discuss later. It is based on the OST
series of battle pods. The Dark Assassin is a
combination of Star League heavy designs on a
chassis which looks like the Lancelot.
Configurations mimic the Orion, Lancelot,

Guillotine, plus two warrior created versions


designed for flanking or providing artillery
on the field. Our heaviest OmniMech, the
Deathshrieker, shares the 300 rating engine
and provides the same effect as the Dark
Assassin. Its variants reflect the King Crab,
Atlas, Annihilator, plus the Clan Executioner,
which is used by our Khan. With the success
of our previous OmniMechs, the Dark Wraith was
approved, which shares the 240 engine utilized
on the Dark Assassin. It is based on the
Phoenix Hawk, Wasp and Stinger and is becoming
almost as popular as the Dark Avenger.
Among this, their basic frame and
components are cheap, modular and easy to
produce. Their configurations can vary
depending on what weapons are available and
they can rapidly re-enter the battlefield.

OmniMechs -->
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Scientists went to work and came up with
several designs in the process (the Gunner one
of them). Surprisingly, the Khan chose a quad
frame.
This decision was made for multiple
reasons. First, we have specifications for a
quad design known as the Scorpion. Second,
she (as in our Khan) believes that a a quad
frame would be advantageous because of its
added stability on irregular terrain. One
problem the Fire Moth has is skidding when it
makes risky turns. A quad frame would lower
this risk.

Design Specifications:
OmniMech

Runner Quad

One of our first OmniMechs ever


researched was the Runner. It is the lightest
and cheapest OmniMech we are capable of
produce and it is one of our most important.
While observing the Fire Moth in multiple
skirmishes Warriors expressed the need for a
fast, hard to hit, recon platform which they
can use to deliver Cicada Exo Suits.

Our quad design does not come with flaws.


Because of its leg design each side torso
difficult to armor. All attempts to armor the
hip joints either slowed the OmniMech down or
snapped the legs off after continuous
pressure. The legs raise the torso higher
than normal to make room for a well armored
chin mounted dorsal gun. With two pod
critical slots it can carry weapons and
provide a 270 degree forward arc of fire while
dropping off Cicada Armor. On top of that it
is capable of side stepping and clearing
irregular terrain with ease.

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The most common variant is Primary. The
dorsal gun holds dual ER Medium Lasers.
Combined with its speed it makes a very nice
harasser and raider.

The Runner is basically our fast attack


recon OmniMech. They always carry Cicada
Armor and are almost always supported by the
heavier Gunner, Dark Wraith and Dark Avenger
designs.

Alternate A is designed to take care of


any civilian resistance and scout out any
hidden or shut down units on the battlefield.
Dual machine guns are mounted in the dorsal
gun. An active probe uses the remaining
tonnage.
Alternate B is not equipped for combat,
rather, it is a spotter and radar jammer. TAG
is placed in the dorsal gun and is used to aid
our LRM and Arrow IV carrying machines. ECM
is provided, which is there to jam any
advanced electronics the enemy may have, and
put blind spots on their radar.
Alternate C is an anti armor
configuration. It has two SRM-2 launchers
housed in the dorsal mount. It commonly
carries inferno ammunition which can destroy
enemy battle armor and vehicles with ease.
Alternate D is more specialized for hit
and run operations. The dorsal mount carries
dual ER Small Lasers plus two more are housed
in the right and left torso. It is capable of
dealing heavy damage to units who do not
expect them.
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At 25 tons, the Gunner is slightly
heavier than the Runner. What we have though
is a more forgiving frame to work with. They
look remarkably similar only the dorsal gun is
replaced with a turret located above the
cockpit. Any weapons mounted in the center
torso mount is capable of a 360 arc of fire.
Plus the same engine rating is utilized. It
is slightly slower than the Runner, reaching a
top speed of 130 kph, but has an increase in
pod space and armor.
It has identical flaws which comes from
the Runner's chassis. The benefit of the
Gunner is that its hip joints are better
armored. It is capable of surviving hits from
heavier weapons.
Variants for the Gunner are designed to
fill missions the Runner cannot.
Design Specifications:
OmniMech

Gunner Quad

Because of how good the Runner performed


the Gunner was created. The main idea was a
fast moving platform capable of reaching
terrain the Runner cannot. Also, a support
platform capable of keeping up with the
Runner, carrying firepower to provide either a
distraction or destroy the enemy from afar.

Primary Configuration was designed to


work with Runners by sniping heavier targets.
With its speed and maneuverability, and full
arc of fire, it can stay at range and deliver
respectable damage with an ER Large Laser.
While extra heat sinks could have been added
warriors decided that a Targeting Computer was
a better decision. This way, shots they make
are almost guaranteed to hit.

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Alternate A is paired as an escort for
Runners designed for spotting or jamming
electronics. Dual ER Medium Lasers are placed
in the turret. Also, a Narc Missile Beacon is
housed in the right torso, used to support
larger missile carrying units.
Alternate B is rarely used but works as a
spotter in situations the Runner cannot
survive. A Medium Pulse Laser is its main gun
giving it accurate firepower. TAG, ECM, and
Active Probe gives it flexibility for just
about any recon role.
Alternate C is impressive, I must say.
This was an idea from a Cicada Exo Suit point.
When used correctly, this configuration can be
a great distraction, harasser, and battle
armor APC. A single ER Medium Laser is its
only weapon. Its offense is an impressive 240
meter jump capable of clearing the heaviest
terrain features.
The Gunner is always paired with Runners
due to its shared engine size. It makes up
for the Runners lack of firepower and provides
cover fire for slower forces. Depending on
the configuration, and the mission, it will
also work as a Battle Armor escort.

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Design Specifications:
OmniMech

Dark Avenger

The Dark Avenger is our main combat


OmniMech designed as fast, heavy support for
all of our units. Essentially, it is our main
trooper, plus our first biped OmniMech we
created.
Multiple chassis were looked at for a
base design but the final decision was on the
OST series for its battle pod nature. It was
fairly easy to adapt to Omni Technology.
Armor was allocated to the most important
locations, such as the torsos, head, and legs.
The arms are weak but come equipped with hands
for physical attacks (we do not care about
honorable combat unless it is against our own,
what do you expect from a Dark Caste Clan?)
and grab and run raids.
At 60 tons it puts the design into the
heavy class even though we treat it as a
Medium Strike OmniMech. It is capable of
reaching a top speed of 85 kph which is the
Clan average for their XL Engine OmniMechs.
Weapon pods are typically allocated to the
torsos leaving the arms available for attacks
or grabbing runs.

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Variants of the Dark Avenger are equipped
with hard hitting weapons to destroy the enemy
as fast as possible in less than a few salvos.
It is seldom equipped with light weapons which
are more than likely used as a back up weapon.
Heavy autocannons, artillery, and heavy energy
weapons are the heart and soul of the design.
It is relied upon the Runner and Gunner,
taking enemy fire, and returning heavy fire to
cover its star mates.
Primary configuration carries a central
Large Pulse Laser backed by two LRM-20
launchers with enough ammo for a short
engagement. The Large Pulse Laser is used to
hit fast targets that can keep up with Runner
and Gunner OmniMechs.
Alternate A shuffles the firepower a bit
using an ER PPC and Streak SRM's. It is the
preferred configuration for targeting well
armored machines due to the power of the ER
PPC.
Alternate B is where the Avenger starts
to vary as a close combat machine carrying a
massive Ultra Class 20 Autocannon. In urban
combat it can be a killer for just about any
unit. ECM is equipped making it great for
ambushes and rushing into battle without being
detected. When it runs out of ammo it can use
its ER Medium Laser to cover and retreat.

Alternate C carries dual ER Large Lasers


linked to a targeting computer giving it
deadly firepower and accuracy at the most
extreme ranges. This variant is not very heat
efficient if used as a close combat machine.
At range, it can alternate fire and use its
speed to its advantage.
Alternate D is designed with urban combat
in mind. Its main gun, a Class 20 LB-X
Autocannon, is perfect for dealing with tanks
and other heavily armored units fast. Jump
Jets were added so it can close with the enemy
at a much faster rate and keep it in sight.
Like alternate B, it has an ER Medium Laser to
cover itself when it runs out of ammo.
Alternate E is an artillery configuration
with an Arrow IV System often paired with TAG
equipped units. It is deadly when paired with
TAG equipped Runners and Gunners.
The Dark Avenger is a common unit on our
battlefield used as a hammer during a rush,
mobile fire support, or breaking through
strong formations. Our common formations
include Runners, Gunners, Dark Wraiths and
Dark Avengers. Dark Assassins and
Deathshriekers belong to commanders. Some
commanders actually prefer it over our heavier
units because of how basic it is.

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Design Specifications: Dark Assassin
OmniMech
Those who prove worthy enough as battle
Star Commanders are given a Dark Assassin.
There are a couple of reasons for this.
First being the engine. The 240 Standard
is actually our less produced. So, this
design is one of our hardest to maintain.
Runners and Gunners share the same engine,
also, Dark Avengers and Deathshriekers share,
this leaves the Dark Assassin by itself.
We chose to base its design on the
Lancelot. Its frame allowed easier allocation
for much heavier weapons compared to other
designs in its class. Plus, a much slower
engine speed left more pod space for heavier
weapons and heat sinks, giving it more
flexibility than the Dark Avenger but giving
it a generalist role.
At 60 tons it matches the Dark Avenger
but moves at an unimpressive 64 kph. Its
better feature is the firepower on most of its
configurations. While faster units move in,
the Dark Assassin will provide cover fire or
use its range of firepower to fill in a Star.
It is far more durable and is better armored
in vital locations.

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Variants of the Dark Assassin mimic
ancient Star League designs one elegant
chassis. It is its greatest advantage, giving
it a wide range of duties, which has made it a
specialized command OmniMech. It borrows
concepts seen on the Orion, Guillotine and
Lancelot.
Primary configuration is an adaptation of
the Orion with a slight increase in firepower.
It has a Class 10 Ultra Autocannon, LRM-20,
SRM-4, and dual ER Medium Lasers. This
variant is used as a command vehicle or when
multiple situations can be expected.
Alternate A is designed for more
dangerous missions. It is a copy of the
Guillotine complete with an ER PPC, Jump Jets,
and quad array of ER Medium Lasers. An SRM-6
is housed in the center torso and is used to
hit holes in enemy armor.

sniper style missions. Commanders have grown


a preference for this design rather quickly.
Up close it can defend itself with 3 Medium
Pulse Lasers.
Alternate D is the final configuration
working as a pure fire support platform. An
Arrow IV system is its main weapon with
different types of ammo. An ER Large Laser is
its secondary weapon. Jump Jets are added to
give it a boost in mobility.
With other units like the Dark Avenger,
the Dark Assassin has not become as popular.
Most warriors with the option have chosen to
stick with the Dark Avenger or Dark Wraith
because of their maneuverability.

Alternate B can run really hot if a


warrior is not careful. It is basically a
Lancelot with dual ER Large Lasers and a Large
Pulse Laser. When used as a sniper, like it
should, it can provide deadly cover fire for
other units.
Alternate C is a warrior created
configuration with an ER PPC and Class 5 LB-X
Autocannon well suited for fire support and
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Design Specifications:
OmniMech

Deathshrieker

Our heaviest OmniMech was created under


supervision of the Khan. She wanted as much
firepower we could put on it while following
our basic design methods. After multiple
attempts, and the death of the old ScientistGeneral, the Deathshrieker was finally
approved.
One key feature of the Deathshrieker is
its engine. It is the same one used in the
Dark Avenger meaning we can reuse the engine
if ever required. This same engine gives it
the average speed of an assault OmniMech.
The design itself is based of off the
Banshee in pure looks and build. When you
look at the other configurations you see other
Star League designs in the same class.
Surprisingly, scientists were able to pull
ideas from the Atlas, King Crab, and
Annihilator. The Khan's personal variant is
the only one that strays from the concept
mimicking the Clan Executioner.
The extra firepower gave the design less
around 4 tons less armor than most in its
class. This was the Khan's decision asking
for at least 50 tons of pod space.

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The Primary Configuration is basically
an Atlas with some differences. Each arm
holds an ER Large Laser backed by a Gauss
Rifle in the right torso. This gives it a
great long range punch. It can use its LRM-20
giving it a little more power for some heat.
Up close it has a Streak SRM-6 and rear
mounted ER Medium Lasers.

Only the highest in command have the


ability to pilot a Deathshrieker unless a
warrior proves worthy enough. Galaxy
Commanders have the highest honor of piloting
one as soon as they reach that rank. Some
Star Colonels are just as lucky. They are
only produced when absolutely needed unlike
the rest of our OmniMechs.

Alternate A is deadly, as it should be,


being based off of the King Crab. Each arm
carries a massive Class 20 Ultra Autocannon
with 3 tons of ammunition each. In close
combat it is unmatched but warriors must watch
their fire or risk a high output of heat.
At
range it can use its LRM-20 and ER Large
Laser.
Alternate B is a copy of the Annihilator
only it moves much faster.
Four Class 10 LBX Autocannons are its main armament with a
suitable amount of cluster and slug
ammunition. It is a superb medium range
support unit. Dual ER Medium Lasers round out
the design.
Alternate C is the Khan's personal
configuration and for a very good reason.
At
range it carries dual Large Pulse Lasers
backed by a Gauss Rifle. When it closes it
has quad ER Medium Lasers and dual Machine
Guns.
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Design Specifications:
OmniMech

Dark Wraith

The Dark Wraith is our final OmniMech


created from the shortfalls of our other
designs. The Dark Avenger and Dark Assassin
have become essential parts of our heavier
Vengeful formations. The problem is a larger
gap has been left creating a weakness in our
formations. Runners and Gunners have become
the standard, leaving only some room for Dark
Avengers and Dark Assassins to round out
formations. In order to improve on this issue
we came up with a Medium OmniMech based on
ancient Phoenix Hawk, Wasp and Stinger design.
Unlike the Phoenix Hawk the Dark Wraith
weighs a lighter 40 tons. This decision was
somewhat forced due to lighter Clan components
and the lack of demand for the Dark Assassin.
Also, the Underground demanded compatibility
with our produced 240 Fusion Engine. It is
capable of moving as fast as a Phoenix Hawk,
if not better because of its lighter frame,
and jumping just as far with the use of podmounted Jump Jets. Like all of our other
OmniMechs, standard components are utilized so
the Underground can take care of it with ease.

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With only 11 tons of pod space the Dark
Wraith is not left with a lot of options.
When a configuration takes jump jets it gets
reduced to only 8 tons. It is very
constrained, giving it more of a fast striker
and recon role though our Clan uses it as a
strike-trooper design. Most of its
configurations take advantage of ECM and other
electronics. While it can get hot, the advent
of Improve EI gives it no need to carry any
more than its fixed number of heat sinks.
The Primary configuration is our main
version of the Dark Wraith, giving it a recon,
striker and sniper type of role. Its main
weapon is an ER Large Laser supported by quad
ER Small Lasers. Two machine guns accompany
the large laser giving it anti-infantry
capabilities. ECM was added so it can take
advantage of the large lasers range. Jump
Jets add to its mobility.
Alternate A is more specialized and is
designed as recon, carrying an Active Probe.
Otherwise, it retains the ER Large Laser and
Jump Jets. When in short range it can use
dual SRM-4 launchers to defend itself. This
variant is usually paired with OmniMechs
carrying hard-hitting weapons.

Alternate B is even more specialized,


capable of doing recon and working as a fast
and well armed artillery spotter. Its main
weapons are duel Medium Pulse Lasers, enough
to pin down fast moving OmniMechs and
Vehicles. Two Machine Guns are added to take
care of Infantry. The rest of the pod space
is used for Jump Jets, ECM, Active Probe, and
TAG.
Alternate C is a dedicated, and very
maneuverable, fire support configuration.
Jump Jets are once again added giving it good
maneuverability. An LRM-20 with two tons of
ammunition is its main weapon, perfect for
units which use Narc and spot for heavier
units. Up close, it can rely on a single ER
Medium Laser.
When the Dark Wraith was created its
demand skyrocketed. It seems that our Clan
still had the Medium and Light BattleMech
preference we thought we could break. The
Dark Wraith is usually paired with Runners and
Gunners or part of a heavier Star dedicated to
Dark Avengers. While there are not a lot of
configurations I believe we can expect a few
more in the near future.

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PA(L) Exoskeletons:

A Brief Overview

Because of their basic chassis design our


Omni Technology units will lack in firepower.
There are multiple ways we try and make up for
it, and PA(L) Exo Suits are one of them.
Battle Armor has always been a
shortcoming for our Clan after our absorption
into Clan Star Adder. We have tried multiple
designs but lacked the advanced materials, and
phenotype, to produce and maintain Elementals.
It was until we discovered old underground
facilities we actually gave it another
attempt. We horribly failed. So, a new
direction was followed using PA(L)
Exoskeletons so different types of phenotypes
can use them. A few suits were designed and
tested but the Cicada was the final and most
rewarding result.
Our design concept is not on combat
strength which is reflected by how weak our
suit really is.
All of our suits, however,
will always have maneuverability,
dependability and size in mind. The Cicada
itself can push a warrior much faster than a
standard Elemental on the ground. Any of our
suits will need manipulators to assist
Laborers with grabbing battlefield salvage
quickly and anti-infantry weapons to hold off
enemies. The Exoskeleton is small, light and

basic compared to other Battle Armor classes


giving the flexibility we need. We will
almost always have no issue transporting them,
may it be on Omni units or within cargo
spaces, and their design will ensure basic
ease of maintenance.
While our armor is weak compared to
other Clan Battle Armor it can still serve the
same role. In order to do so, it must rely on
other forces in its formation, or it will face
a quick death. Fast moving Omni units drop
them in the heat of battle, and provide cover
fire, while they immediately swarm the enemy
with missiles and provide extra firepower.
They take advantage of special ammunition for
missile and grenade launchers to make quick
work of other units.

Battle Armor -->


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Design Specifications:

Cicada Exo Suit

Battle Armor is something our Clan can


never measure up to due to our lack of proper
eugenics and production methods. As a result,
we decided to innovate with PA(L) Exoskeleton
technology to deliver something similar to an
Elemental while providing a bonus with our
Underground operations.
The program went through a number of
difficulties until we discovered a hidden Star
League facility. While it cannot make heavy
armor on par with most clan designs it can
produce PA(L) Exoskeletons easily. We have
suffered multiple casualties testing the armor
but the end result was worthwhile.
The Cicada suit comes with armored
gloves, so the warrior has full manipulation
capabilities, and a fast ground speed. This
allows them to aid salvage operations and even
laborers on duties which require more man
power. The suit has modular hard points so it
can allocate equipment as needed. One of its
important features is its weight and size
making it easy to transport for both Omni type
units and haulers. It is also capable of
fighting. The Cicada is capable of performing
swarm attacks and carrying most weapons you
can find on a Clan Elemental. Before a swarm
attack it will fire its detachable one-shot
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SRM-2 launcher then close in and harass the
enemy.
Armor is its least impressive feature and
this was known in the design process due to
PA(L) structural limitations. Though, it
still has Harjel and other armor features
commonly found within Clan Battle Armor.
The Cicada is never deployed alone unless
it is on a specialized mission. Runners
always carry Cicada's which make up for its
lack of firepower. On some occasions Gunners
will carry them for the same reason. This
usually happens when heavier units are not
around. OmniVehicles and Infantry take
serious advantage of Cicada armor, which can
carry a number of anti-vehicle and antiinfantry weapons like inferno missiles and
grenade launchers.

carries inferno ammunition. Otherwise, the


suit has an anti-personnel mount capable of
carrying a variety of conventional weapons.
Our second model is equipped for Zero-G
operations. This design is currently utilized
by Vengeful forces operating with our Ghost
Naval Support Cluster during pirate raids and
boarding missions. The SRM launcher is removed
for new adaptive equipment, along with a
cutting torch and room for mission equipment.
Once boarded, it can rely on two antipersonnel mounted weapons and a sonic stunner.

Some new models of our Cicada armor have


become popular among our Vengeful forces.
While these have some impressive features they
will not replace our regular Cicada armor.
Our first new Cicada model utilizes VTOL
equipment with a reduction in firepower and
armor. These are excellent reconnaissance
units, capable of moving an impressive 75.6
kph. The one-shot SRM-2 system was replaced
with a one-shot SRM-1 launcher which usually
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OmniVehicles:

A Brief Overview

With a BattleMech shortage we had to


find better ways to deliver firepower on the
battlefield. There were plenty of
difficulties to overcome, even with our Star
League facilities, one of them being fusion
engines. They are too important to waste on a
vehicle and slowly produced.
Internal Combustion Engines are the main
core of our OmniVehicles. These are pushed as
fast and powerful they can go without losing
significant firepower. Not only does this
make our support units very easy to produce,
but, it encourages the usage of ballistic and
missile weapons over energy. This sets the
priority of energy weapons for OmniMechs with
fusion engines who can handle them much more
efficiently. While energy variants do exist
they are usually under-gunned. While other
types have been looked at, like Tracked and
Wheeled, the Hovercraft is our primary Tank
just because it fits our fighting style.
Rocket Launchers are utilized and with
deadly capacity. It is not uncommon for our
OmniVehicles with Cicada armor or ProtoMechs
to wait in ambush or flank unsuspecting
enemies. To stay useful on the battlefield
these configurations carry some kind of
missile launcher. Stars of Rocket Launcher

equipped machines are always accompanied by


ECM equipped units so they can avoid
detection.
When supporting OmniTech Rocket
Launchers are used but more variants exist and
adapt. Autocannons, LRM's and SRM's are among
the types. These variants have much more
longevity. They are used to deliver heavy
firepower fast and retreat, flank the enemy,
or use their speed as an advantage while
providing fire support. Depending on the
circumstances, if there is a shortage of fast
OmniMechs like Runner and Gunner, they will
replace them and perform the same role unless
ProtoMechs are available.

OmniVehicles -->
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The Clan Burrock Handbook


capable of swooping in and deploying Cicada
armor, then retreating without destruction.
Most variants are configured with missile
weapons of one class so it works as an SRM,
LRM, or Rocket Launcher carrier perfect for
ambush or hit and run missions. Other
configurations utilize electronics and anti
personnel weapons, covering other units, or
scouting out enemy positions.

Design Specifications:
Hovercraft

Mosquito Strike

At 25 tons, the Mosquito is the lightest


Hovercraft we produce. Despite its small size
it is a venerable threat on the battlefield.
The design itself is capable of filling
plenty of roles, with configurations varying
from fire support to recon, with sufficient
armor, firepower and speed. A 120 ICE engine
is its core, cheap and reliable, pushing the
design's speed to an impressive 162 kph.
3.50 tons of armor gives it ample coverage for
its weight. As a result, the hovercraft is

The support configuration is suited for


recon and anti-infantry warfare. It comes
equipped with an Active Probe for scouting
enemy positions plus an array of vehicle
flamers and machine guns for shooting down
enemy infantry. An SRM-6 rounds out the
design which is often equipped with Inferno
missiles for destroying enemy battle armor and
vehicles.
Our SRM configuration is simply a trio
of SRM-6 launchers with two tons of ammo.
It
has a full 360 degree range of fire.
This
unit is perfect for providing extra firepower
for recon stars with Runners, Gunners, and
other Tanks. Other units have used it for
ambushing enemies with deadly capacity.
The Scout configuration is an electronic
marvel designed for fast reconnaissance, radar
jamming and artillery spotting. It comes
equipped with both an ECM Suite and Active
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Probe, plus, a light sensor much like a
BattleMech's with a 450 meter range. TAG is
equipped for guiding Arrow IV missiles.
The LRM configuration is a favorite
addition for covering heavier OmniMechs
because of its long-range damage capabilities.
There were some issues with room, so dual LRM5 launchers and an LRM-10 launcher had to be
used. This also allows different ammo types
to be utilized by using the smaller launchers.
The Laser configuration is rare and it
carries a single Medium Pulse Laser.
Warriors use it as a pursuit machine to pin
down lightly armored convoy units.
The final configuration carries a
massive amount of class 15 Rocket Launchers
capable of killing a target with a single
shot. It is always used when ambushing the
enemy or flanking. After it fires all of its
Rockets it uses its SRM-2 to support the
Cicada Armor it drops off. The Cicada will
undoubtedly finish its foe.
While it is small, the Mosquito is our
main BattleTank because of how quick and
efficient it is. Depending on the unit's
size, it can be a replacement for a Light
OmniMech or part of a support star.

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Variants are designed as either close
assault vehicles or support for units with
hard hitting weapons such as Gauss Rifles and
ER PPC's. One variant, highly specialized,
takes advantage of the raw power of multiple
Rocket Launcher. Another variant works as a
highly mobile Artillery unit.
The Artillery configuration aptly named
for its role. An Arrow IV launcher is the
main weapon. This unit is always paired with
units carrying TAG. ECM was pod mounted to
hide it from the enemy. If enemies do find
it, an SRM-2 is mounted in the front as a
purely defensive weapon.

Design Specifications:
Hovercraft

Siafu Strike

The Siafu is designed with speed and


concentrated firepower in mind.
Otherwise,
it follows design trends used on the Mosquito.
Being a hovercraft, the heaviest we could push
the design was 50 tons. The increase in size
gives it much more room which is dedicated to
pod space. It can reach a top speed of 130
kph allowing it to keep pace with our light
OmniMechs and OmniVehicles. It is also fairly
durable with 6.50 tons of pod space.

Our LBX configuration carries dual LB-5X Autocannons with cluster and slug ammo.
At
range, using its speed, it will position
itself and fire at enemies with slug
ammunition as supporting fire for units with
better weapons. Then, it will use cluster
rounds to hit exposed internal structure.
It
also makes a great speedy anti-aircraft unit.
Like the Artillery configuration it has an
SRM-2.
The LRM configuration is a standard LRM
carrier. Dual LRM-20's gives it plenty of
firepower for its size and it will take
advantage of specialty ammunition depending on
the mission. Like other ranged configurations
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it has ECM to jam enemy systems and avoid
detection. An SRM-2 and dual machine guns
round out the configuration.
The Ultra AC 5 configuration carries
dual Ultra AC 5 Autocannons. It is usually
paired with LB-X cannon variants providing
some extra long range cover fire.

The Siafu is usually given to commanders


who lead fast strike and ambush stars with
Mosquitoes. Their heavier firepower and
increase in armor, though decrease in
movement, makes them a very valuable addition
to any star. Its heavy mix of weapons
provides perfect support for our OmniTech.

The Ultra AC 20 configuration is used


like the Ultra AC 5 configuration, only, it
has more concentrated firepower useful for
opening holes in enemy armor. Because it is
such a close-range fighting vehicle it carries
quad machine guns for shooting down enemy
infantry. ECM was installed making it great
for ambushes, shielding itself and other
units.
The final configuration carries a
massive amount of class 20 Rocket Launchers
(10 Launchers for more than 200 rockets in its
one shot) more than capable of killing an
enemy unit in a single shot. It is always
paired with rocket launcher equipped Mosquito
Hovercraft and Cicada armor. When it fires
all rockets it can use its SRM-6 to hit any
open holes or defend itself from other
enemies. Like with the Mosquito, the Cicada
Armor will finish off the enemy.

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The Scout configuration is used for
reconnaissance duties and spotting for
Vengeful artillery. It has an impressive
electronics array, ECM, Active Probe and TAG,
allowing it to locate the enemy and avoid fire
with ease. It can defend itself with an LRM-5
if threatened.
The SRM configuration is more direct and
is used as a close-combat vehicle, flanking
the enemy after heavy weapon fire. Three SRM4 systems are its main armament.
Design Specifications:
VTOL

Spreadwing Scout

The Spreadwing was one of our early VTOL


designs proposed as an alternative to
Hovercraft technology. After a few years of
running the Mosquito and Siafu, the Spreadwing
was proposed once again and the Khan saw the
need for a light OmniTech VTOL to deliver
Battle Armor, locate enemy positions, and even
provide fire support.
Like all OmniTech Vehicles the Spreadwing
utilizes an ICE at the core. At only 15 tons
with a 55 rating it can reach a speed of 162
kph, giving it impressive speed despite its
drawbacks. It has enough armor to survive
hits from heavy Clan weapons. All this limits
its pod space to 5 tons.

The LRM configuration is used with units


carrying Narc systems capable of delivering
accurate firepower from a distance. Three
LRM-5 systems fill its pod space.
Our most impressive, the Rocket Launcher
configuration is used much like the SRM
configuration. Also, with its speed it can be
the first to strike. Four Rocket Launcher 15
systems are mounted and provide devastating
firepower. After they are used it can use its
speed to escape or harass the enemy with dual
machine guns.
The Spreadwing VTOL is finding its place
among the Vengeful as a transport, scout and
quick strike unit where Fighters and OmniMechs
cannot be spared.

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The main Darkling configuration, UAC5,
carries the Ultra Autocannon 5 as its main
weapon. Supporting the weapon the turret
carries dual LRM-5 launchers. This version is
usually used for supporting OmniMechs.
The LB5X configuration carries a LB 5-X
Autocannon with a ton of ammunition. It is
always cluster so it can take on enemy
fighters and tanks. Dual SRM-4 systems are
added for support.

Design Specifications:

Darkling MBT

The Vengeful reported the need for


vehicles other than Hovercraft and VTOLs to
fill the ranks. One of these were for a
Tracked vehicle capable of supporting heavier
OmniTech and Battle Armor much like the Siafu.
The Darkling Main Battle Tank does just that.
At 45 tons the Darkling is capable of
carrying a respectable load of weapons. It
can reach a top speed of 86.4 kph utilizing a
225 ICE. With a lot of its weight being
devoted to pod-space it still has decent armor
coverage allowing it to take a few hits from
heavy weapons.

A less common configuration, though


useful, is the Laser class. Its main weapon
is a Medium Pulse Laser giving it decent
reach. Supporting it is a massive Streak SRM6 launcher, making it a decent medium-range
fighter capable of pinning down light and fast
moving units.
One final configuration comes equipped
with a massive amount of Rocket Launchers
capable of crippling the enemy in one shot.
It is used for ambushes when more stability is
needed over Hovercraft. Six Rocket Launcher
20's are its main weapon. When expended, it
can support allies with an SRM-4 launcher.
With its firepower, stability, and
flexibility the Darkling is quickly becoming
our main battle tank.

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Its main configuration, labeled
Transport, has a one ton bay dedicated to
holding Walking Dead foot infantry. It has
two vehicle flamers, one in the turret and one
by the bay door, able to destroy enemy
infantry with ease. Dual SRM-2 launchers
support the Flamers sometimes carrying Inferno
ammunition.
Design Specifications:
APC

Carrion Strike

The second vehicle the Vengeful demanded


was an APC/Strike tank with an infantry
carrying configuration built to support the
popular Walking Dead. It was the last
OmniVehicle to be put into production due to
its highly specialized nature, and after it
was sent out, new configurations appeared
utilizing its ground speed.
At only 35 tons the Carrion is one of our
lightest OmniVehicles. This gives it more of
a specialized nature. It has a 225 ICE which
pushes its speed to 118.8 kph while its armor
is almost matching the Darkling MBT (The
Turret suffers the most in armor allocation
due to its early role as an infantry
transport). Some interesting configurations
have appeared though it stays in the fast
strike and transport role.

The Missile configuration is not as


popular but is useful none-the-less. It
carries and LRM-10 launcher for range plus and
SRM-2 for support. With its high speed it can
harass the enemy.
The Recon configuration
the same weapons load as the
containing ECM, Active Probe
an LRM-5 for defense. It is
locating enemy positions and
Vengeful command.

is equipped with
Spreadwing Scout,
and TAG. It has
used the same way
reporting data to

The final configuration is a Rocket


Launcher configuration with very impressive
firepower for its size. Eight ten class
launchers deliver respectable firepower.
These are supported by dual machine guns.
With plenty of dangerous configurations
the Carrion is becoming more popular. Some
even consider it an alternative to the
Mosquito hovercraft.
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OmniFighters:

A Brief Overview

Conventional OmniFighters were the


result of a severe AeroTech Fighter shortage.
We required something similar to cover the
skies without resorting to salvaged Clan
OmniFighters. We rely on them in Space for
performing our pirate raids and they cannot be
spared. We are constantly on the move, so
Conventional OmniFighters support our ground
forces and need to be equipped accordingly
depending on the type of mission, hence the
importance in OmniTech.

engage Clan OmniFighters head on. Our Light


Strike Fighters are dedicated to this, preying
on slower machines, while our ground units
like Siafu OmniTanks take care of them with AA
guns like LB-X Autocannons. Our fighters are
designed to soften up ground targets and
strike down objectives, like buildings,
grounded Dropships, or weak escort vehicles,
so our quick ground units can move in for the
kill. As a result, bombs and rocket launchers
have become our standard en-mass.

The Conventional OmniFighter begins with


a turbine engine. They are very easy to
create and maintain compared to a fighter
based on a fusion core. Because we lack
runways and cannot always rely on open terrain
VSTOL capabilities are a must. Then, features
like armor and fuel are accounted for, because
they are not expected to fight on the
battlefield for long. Omni-Capability was
built into the chassis to give our fighters
more flexibility so we do not waste time
hauling them around from planet to planet.
Our Underground can equip them as they see
fit.
Unlike regular OmniFighters ours are
weak. Alas, it is something expected from a
Conventional frame. They are never meant to

OmniFighters -->
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can cover heavier Conventional OmniFighters
and support ground targets. If the mission
calls, a Scarab can be equipped with a
satisfactory bomb load.
Each variant relies on simple missile
and ballistic load-outs giving it no reliance
on single heat sinks. Some carry advanced
electronics which work as a spotter.

Design Specifications:
Strike Fighter

Scarab Light

The Scarab Light Strike Fighter is our


first series of Conventional OmniFighters
developed to support all of our ground units,
flank other OmniFighters and protect our
heavier Praying Mantis fighter.
It starts with a 140 Turbine engine
crafted into a very light 20 ton frame.
Scientists and Technicians started with a
regular frame but figured out how to apply
OmniTech with no difficulties at all. Armor
is its greatest downfall but the unit is not
used as a standard AeroTech fighter would be
used. With its average speed and pod space it

Our Recon configuration is used for


reconnaissance duties, spotting hidden enemy
positions, jamming electronics and guiding
Arrow IV Missiles and Bombs to their targets.
Dual machine guns are in the nose giving it
some firepower though it is not meant to
fight. This is one of the configurations we
will actually attach a bomb load too so it can
swoop in undetected, damage the target then
flee behind allied territory.
The SRM configuration dedicates its pod
space to dual SRM-6 launchers and a ton of
ammunition. It is used for strafing ground
targets after larger weapons, found on the
Praying Mantis or other ground forces like the
Dark Avenger, expose the targets internal
structure. When needed, it can flank enemy
OmniFighters while Siafu with AA Guns provide
ample fire support.

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The LRM configuration is an escort for
our slower air units. Its range, speed and
damage from 3 LRM-5's allows it to shoot
targets from afar. These usually escort
dropships entering the atmosphere and are
always accompanied by two Recon
configurations.
Our preferred load out, Rocket Launcher,
is used like the SRM configuration strafing
ground targets and flanking larger air
targets. It carries six class 10 Rocket
Launchers. This is usually enough firepower
to destroy air targets fast. If engaging
ground targets, it will fire everything and
retreat. Most of the time they will follow a
pressing Praying Mantis attack.

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tonnage is dedicated to 13 tons of pod space
allowing it to carry heavy weapons.
The Praying Mantis is not meant to fly
alone because it lacks sufficient weapons to
defend itself. They are always paired with
Scarab Strike Fighters which make up for its
lack of defense weaponry. Siafu with AA
weapons provide cover fire from any enemy
OmniFighters. Depending on the configuration,
the Praying Mantis will be the first to
strike, followed by Scarab Fighters with SRM's
or Rocket Launchers.

Design Specifications:
Bomber

Praying Mantis

Our Ultra AC 20 configuration carries


the massive gun designated in its name. It
has enough ammo to make a couple runs then
retreat so other units can finish off the
target, if it does not kill it first.

The Praying Mantis is based off of the


Raven and designed as a high-power striker
against ground targets.

The Gauss configuration gives it more


range while it can still perform the same
role.

A much heavier fighter, weighing in at


45 tons, the Praying Mantis is capable of
either bombing or strafing ground targets
because of its average speed. A 225 Turbine
engine gives it enough speed for its size.
Like all conventional fighters, armor is an
issue, but it has enough to survive a strafing
run if it suffers any damage. Left over

Our favorite configuration, Rocket


Launcher, carries a massive amount of these
capable of crippling ground targets in a
single salvo. Eight class 20 Rocket Launchers
are packed onto the OmniFighter's frame. Dual
machine guns gives it some firepower to defend
itself while escaping.

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Attention All Underground Personnel
ProtoMechs: An Answer to a Dwindling
Supply
Recent raids against Clan Blood Spirit
has given us insight into ProtoMech
technology. Although, it was not until recent
reports through the Forsaken we were able to
understand much more. Intel and salvage has
given our Scientists more ways to incorporate
such technology into our Touman. Because of
recent hardships, we lack a steady supply of
OmniTech, losing these units in battle and its
draining any resources we come across in our
attempt to manufacture more. This is what
brought ProtoMechs back to our attention. Due
to their size, they are much easier to
replace, plus with a point, they can replace
even OmniMechs.
It is inevitable but we lack an eugenics
program sufficient enough to create pilots
that are required for these machines of war.
Fortunate for us, our EI Implants integrate
with this technology and even enhance a
ProtoMech much further. The hardest part is
finding a warrior who can fit into the cockpit
which is much smaller than a normal human
body. We have found a phenomenal way to
combat this without completely rebuilding a
cockpit.

Sibkin. Specifically within their preteen and teenage years. They fit nicely into
the cockpit of a ProtoMech without much
adjustment. The Sibkin we have chosen for the
program are those who show plenty of talent
during Sibko training but lack the strength
and endurance to keep up with the others.
They are immediately pulled from the program,
given Enhanced EI, then placed into the
cockpit of a ProtoMech. Training is fast
because they develop a bond with the machine.
When their training is complete they are
shipped off to a Vengeful formation to serve
their Clan. If they survive long enough to
outgrow the cockpit we simply assign them to
an area which corresponds with their
attributes. This can be difficult because
children are vulnerable to the god complex
or attachment to the machine most Clan
ProtoMech pilots suffer. This takes effect
after only a month of use and can stay with
them depending on the Warrior's willpower. We
have had several incidents resulting in
missing limbs and even death. Opposed to
adults, Sibkin can be surprisingly fierce and
responsive while obeying direct orders from
superiors.
Other methods have been researched and
are implemented today. If an OmniMech is not
available we will assign the Warrior a
ProtoMech given he or she is small enough to
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fit into the cockpit. Vengeful Warriors who
lose limbs are often given a ProtoMech so they
have the chance to die honorably for their
Clan. Some of them can squeeze into a cockpit
with some work. We always give an adult
warrior command of Sibkin who also acts as a
mentor.
Another issue was the equipment they use.
It is much smaller than the components we have
the ability to create in our own facilities.
With a lot of research, Scientists have found
a way to create ProtoMech grade LRM and SRM
systems based on the One-Shot SRM systems we
know how to build and use on our Cicada armor.
We never had to worry about producing Clan
missile systems because of how common they are
among the Homeworlds through salvage and all
types of convoys and combat vehicles.
ProtoMech systems, however, are not as easy
for us to come by hence the reason we took the
time to look into it. As a result, our
ProtoMechs will make use of Star League grade
Small Lasers, our newly created LRM's and
SRM's, and other Clan grade weapons we utilize
on our Battle Armor.
With resources becoming scarce on all
fronts ProtoMechs could become our main frontline unit supporting other OmniTech. They are
much easier to repair, maintain, supply and
transport despite being so advanced. Not to

mention, their fusion engines are very easy to


produce opposed to their larger brethren used
within our OmniMechs (We have the ability to
produce the 55 and 70 class quickly and
reliably because of their small size.
Although, we are still better at creating
Internal Combustion and Turbine engines found
on all other OmniTech). Scientists even
suggest that ProtoMechs could solve our
training problem and create a more advanced
breed of Clan Warriors. Believe it or not,
those who enter the ProtoMech program and
survive childhood are some of the best
OmniTech pilots in the Clan because of their
experience and how in tune they are with the
Improved EI system.

ProtoMechs -->
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Design Specifications: Nightcrawler
Multi-Purpose ProtoMech
ProtoMechs have been proposed more than
once since they were adopted by the rest of
the Clans. Research suggested that their size
makes them very easy to transport and
maintain, much more than our OmniTech, which
is still primitive compared to Clan standards.
It was not until we got our hands on some
Centaurs that we were able to get a look at
this technology and adapt it to our needs.
Recently, the Clans have become much more
violent against one another due to some
dispute going on. During these hard times the
Underground has become much more desperate.
This has resulted in plenty of destroyed
OmniMechs which is causing demand we cannot
fill. As a result, plenty of OmniMech
formations have declined in size drastically.
Reports from the Underground suggest that they
are capable of supplying for other units
because of their simplicity. Despite the fact
that we build our OmniMechs with standard
components we still struggle with
manufacturing because BattleMechs, by design,
are complex machines. We needed something to
fill this demand so we started to create our
own ProtoMech, which we have called the
Nightcrawler Project.

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During its planning stages the
Nightcrawler went through plenty of revisions
and scrapped designs. Its weight class jumped
between 5 and 9 tons but it found its home in
the middle at 6. At one point we had two
prototypes but Scientists felt that a single
chassis based on technology we had would be
the best path to take. One chassis with
multiple attributes will be much easier to
create, maintain and distribute.

The second configuration is called


Seeker and it is designed as a long-range
support unit or interceptor. The right arm
carries a basic Machine Gun which is superb
against conventional infantry. The remaining
payload is allocated to an LRM-3 and LRM-2
system over each shoulder with a significant
amount of ammunition. This gives it more
reach over its sister designs for a slight
reduction in damage.

The Nightcrawler is very similar to the


Centaur in both design and feel. On most
configurations the speed stays the same but
each one has jump jets which improves its
agility. Other improvements include armor
over the torso region which gives it a slight
increase in durability. The only significant
difference is the lack of a main gun which
really does not hinder its performance on the
field.

Our third configuration is called


Destroyer and it is designed with more
concentrated firepower. The right arm has a
more powerful ER Small Laser which, in
numbers, can penetrate the armor on most
targets in a few shots. The weapon takes up
most of the payload. Dual shoulder-mounted
Machine Guns support the weapon which gives it
better anti-infantry capabilities compared to
its sister designs.

Each variant is designed to perform a


different role but never loses focus on
durability and maneuverability. Our first
configuration, the most common, is called
Hunter and is equipped for close-combat
against OmniMechs and OmniVehicles. The right
arm has a Small Laser which is supported by an
SRM-2 and SRM-1 system over each shoulder.
Some Warriors have found Inferno weapons
useful when dealing with other units.

Our fourth configuration is called


Defiler and has the best concentrated
firepower out of all of the Nightcrawler
variants. The right shoulder carries a
massive, but powerful, ER Medium Laser which
can cause heavy damage. While it is
dangerous, this variant sacrifices a
significant amount of armor and jumping
distance. This limits its role as a sniper
among the other ProtoMechs.
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Our final configurations Protector,
Sentry and Scout change the role of the
Nightcrawler from an attack unit to an
electronics support unit. Each one comes
equipped with systems perfect for
reconnaissance or electronic warfare. On all
of these configurations the right arm has a
basic Machine Gun with enough shots to last a
long engagement, if it has to defend itself.
It also gains a slight increase in ground
speed for a reduction in armor and jumping
power. Protector has a massive ECM Suite
which jams enemy electronics and shields
itself and others from detection. Sentry has
an Active Probe which can detect units hidden
from allies. Scout has a TAG system which can
guide missiles and artillery to designated
enemy targets. These units are replacing
Vengeful OmniTech which carry most of these
electronics because they are much less
valuable.
While not official, another variant has
appeared which experiments with Rocket
Launchers on a ProtoMech chassis. This
version Warrior has been accepted and
utilized by Vengeful formations specializing
in ambush tactics. The right arm has a Micro
Pulse Laser that is very accurate compared to
the Small Laser utilized on the Hunter
variant. (Scientists are working around the
clock to replicate this technology so we can

manufacture them, until then, we rely on them


through salvage). Each shoulder carries a
Rocket Launcher 10 which, together in a point,
gives these ProtoMechs an impressive punch
that cannot be ignored. This variant is
highly specialized with limited capabilities
on the battlefield, opposed to other
Nightcrawler variants, which are much more
flexible.
In only a short time the Nightcrawler has
proved itself worthy in all Vengeful
formations and even started replacing
destroyed OmniMechs even if an OmniMech was
available to replace it. Any formation
lacking full OmniTech strength has a point of
Nightcrawlers in the destroyed units place.
Some formations have even used them during
salvage and grab and go operations because
they can assist where Cicada's lack the
strength. Otherwise, the Vengeful have used
them in plenty of situations. It seems that
ProtoMechs fit nicely into our Touman because
they can fulfill a lot of needs without much
risk.

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Improved EI Implants
as discussed by Scientist General
Persephone
With no eugenics program we have
constantly struggled to improve warrior
performance. While our forces are finely
tuned to the tides of battle tactically our
technologies cannot match the other Clans
(other than what we salvage but this is still
something which hardly matters). We must be
tactically efficient as well as
technologically efficient.
Burrock scientists came up with the
Improved EI Implant after studying the Clan
counterpart from captured Trueborn warriors
and Forsaken Star Adder intelligence. Despite
similarities there are a few important
differences.
Vengeful warriors are the only ones who
have this superior technology woven into their
skin. The Implants themselves look like black
tribal tattoos so other Clans cannot identify
the implant with their naked eye. Rather,
they see it as a sickening Freeborn display.
Of course our warriors know what it is because
it is how they identify the Vengeful among the
Underground.

Scientists found a new material to use


without having the implant toxic to the
Warrior's health. It was adapted from
artificial limbs and a highly classified
series of materials even I cannot discuss.
The human body does not reject these materials
even years after they are applied. The most a
warrior will suffer is a heavy migraine after
prolonged use on the field. The severity of
the migraine goes down around a half an hour
after the implants are deactivated. We lack
medication for it, unless of course we acquire
migraine medication through raids, so the
implant can slightly affect their performance
during the daytime.
Like the Clan EI implant the warrior
suffers damage when ammo explodes or if the
unit suffers any kind of internal damage.
Our implant is much more forgiving because of
the new materials we use. The warrior still
suffers damage but the surge is not as severe,
meaning, the warrior has a better chance of
staying conscious (due to the new materials it
is almost as though our warriors are tougher
when receiving feedback). They also heal at a
much higher rate. A warrior can activate and
de-activate the implant at will so he/she can
resist any future damage but he would have to
rely on standard means of piloting,
communication and firing. It is only
installed on the warrior and within the
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cockpit so it is only compatible with our Omni
and Battle Armor units (it also works as an
advanced key for starting the unit protecting
it from other types of warriors). If the
warrior dies, ejects or is removed from the
cockpit against his will the system within the
cockpit will wipe itself clean and fry by
overclocking. Warriors are careful not to
destroy the system on their own though it has
happened.
Despite these flaws the Implant has some
impressive features. Keep in mind other
features from the Clan counterpart carry over.
This new system does not rely on a
humanoid machine to operate. It is built
around warrior ability and perception,
enhances it, then projects data over a neural
network (HIGHLY encrypted and ECM immune)
between other warriors with the implant.
Vengeful warriors use this system to
communicate with other Vengeful units in the
network, giving them unsurpassed communication
abilities. This same system can communicate
with non-Vengeful units.
The system is updated by Clan scientists
when new information about Clan units are
acquired by the Underground. It displays a
neon-green grid over the battlefield and
displays damage information about locations.

This feature is useful for our warriors


because it shows them the weakest target,
through battle damage, on the field. Smoke,
nightfall and other vision impairing features
will not disrupt the grid.
The warrior is more than capable of
either targeting more than one target,
targeting a single target more efficiently at
different ranges, and even targeting Aircraft
more accurately. While the warrior can swap
between these means of targeting, the system
will also aid the warrior with the machine's
heat dissipation by regulating weapons fire.
It is worthwhile to note that a
MechWarrior can gain the same benefits as a
Conventional OmniFighter Warrior and vise
versa while piloting the specific unit.
While these situations are rare, in a pinch
Improved EI can be a very flexible system for
our Vengeful Warriors.
If it was not for these new and improved
features and the fail-safe nature of the
implants the system would be completely
overlooked. Its features are its saving grace
and it is what gives the Vengeful their edge
in battle.

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How to use Improved EI in BattleTech

less than zero).

Improved EI Follows all rules and


features of the standard Clan EI implant
(MaxTech p 61) with all of the following
modifications (NOTE: The system must be
activated to gain all listed effects unless
stated):

When the unit is destroyed, or if the


warrior dies/is removed from the cockpit
against his/her will, the Cockpit/EI system is
destroyed and it must be re-installed by Clan
Burrock technicians.

An Improved EI warrior gets a +1 bonus to


consciousness rolls when taking damage from EI
feedback and ammo explosions.
The -1 piloting skill modifier applies to
OmniMechs, OmniVehicles, and OmniFighters.

Improved EI is not compatible with Clan


EI Cockpits. Improved EI is only compatible
with Improved EI Cockpits found on all Burrock
Vengeful OmniTech, ProtoMechs and Battle
Armor.
Units without the Burrock Improved EI
Implant cannot use Vengeful OmniTech.

All Improved EI equipped Warriors are


treated as though they have Long Range, Short
Range, Multi-Trac and Anti-Aircraft targeting
systems described in MaxTech p 59. The
warrior can only choose one of the four
systems before firing meaning only one system
can be used per round.
To simulate an Improved EI warrior's
advanced means of communication, the side
using improved EI gets a +1 modifier to their
initiative roll.
To simulate Improved EI's advanced heat
management system, OmniMechs and OmniFighters
generate four less heat than normal (never
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Message Priority: Level 3: URGENT
To: Khan, All Underground Personnel
From: Scientist General Persephone
All Underground Personnel
New Equipment: Advanced Rocket Launcher
Munitions
As you know, your beloved Underground
scientists are working around the clock to
satisfy our warrior's needs. We have paid
attention to your requests and battle reports
regarding our One Shot Rocket Launcher
systems. With that said, after all the hard
work, I am pleased to announce a couple of new
specialized ammo types for them. Each of
these missiles have stunning new capabilities
and are cross-compatible with our launchers.
I promise, along with our testing team, that
these rockets will make a lovely addition to
our military.
I will explain them one by one but keep
in mind: 1) The Launcher will remain a OneShot Weapon 2) The side effects of the
launcher still apply unless noted 3) Only one
type of ammo can be utilized at one time per
unit (NOTE: this is due to targeting system
constraints when compensating for accuracy
issues).

Concussion Rockets are highly inaccurate


for a very powerful trade-off. These rockets
pack more potent explosives and are built with
a streamlined shape which, on impact, can
cause internal damage before removing armor.
These were built especially for ambushes and
are great for targeting heavy and assault
OmniMechs.
Corrosive Rockets are packed with
corrosives, made from a mixture of Burrock
acid and other materials, which are very
effective against Ferro-Fibrous, FerroLamelor, Laser and Reactive armor types. Due
to their contents, they are slightly less
accurate than standard munitions, but they are
capable of causing a significant amount of
damage to these armor types making them well
worth it.
Fire Rockets have a mixture of napalm and
other flammables which ignites the target on
fire for a short period of time. They are as
accurate as Corrosive rockets being roughly
the same design. Rather than cause damage
they rely on the effects of fire to cripple
the target so other units can kill them.
These rockets are great against Vehicles,
Infantry, Battle Armor, ProtoMechs, and
somewhat effective against certain heat-heavy
OmniMechs.

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Seeker Rockets are much more reliable and
efficient than standard rockets. They carry a
new type of fuel, making them move much
faster, and a light homing system that works
similar to Streak Missile Systems (NOTE: Not
as effective as a Streak system). These are
perfect for targeting mobile targets and are
becoming popular on our Conventional
OmniFighters.
Harpoon Rockets are a complete redesign
based on LRM/SRM Harpoon systems. These will
only work underwater. Surprisingly, they are
more accurate.
Zero-G Rockets are re-engineered to work
efficiently within a Zero-G environment. They
are much more accurate than the original
munitions.
All of these rockets are being sent to
your local Underground ASAP. Prepare to use
these with relentless force! All hail the
power of Clan Burrock! Hail the Underground!

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How to use Rocket Launcher Munitions in
Battletech
The following munitions are compatible
with Rocket Launchers utilized by Clan
Burrock. Only one kind of munition can be
used per unit.
Concussion Rockets
These missiles operate like standard
rocket launchers only they suffer a +2 to hit
modifier and a -2 on the Cluster Hit Table.
When at least 5 missiles hit a location roll
2d6 and if the result is 2 or 12 roll for a
critical hit against the location with a -1
modifier (they do not blow limbs off).
Multiple rolls can be made per launcher, for
each 5 point cluster, until a critical hit is
made. Only one critical hit per launcher can
be made. This basically means that larger
rocket launchers have a greater chance of
getting a critical hit.
Corrosive Rockets
These missiles operate like standard
rocket launchers only they suffer a +1 to hit
modifier and a -1 on the Cluster Hit Table.
For attacks against Ferro-Fibrous, FerroLamelor, Laser and Reactive armor types the
missiles cause 2 damage per missile. Excess

damage to the location does not carry over


into internal structure. Against other types
of armor and internals they cause normal
damage.
Fire Rockets
The standard +1 to hit applies and they
do not cause damage. On a successful hit roll
2d6. On a result of 5+ the target is on fire
and treated as though it is moving through a
fire hex as long as the fire stays alive.
Class 15 launchers gain a +1 bonus to the roll
and class 20 gain a +2. The hits stack
(maximum of 5) but the effects do not. In the
end phase the target rolls 2d6 and on 8+ the
fire goes out. If the roll is failed the fire
carries on to the next end phase and will
continue to do so until a successful roll is
made. Attacks against conventional infantry
will light the hex on fire instead.
Mechanized infantry are treated like vehicles.
These rockets can target clear hexes and light
them on fire with the standard modifier for
doing so normally.
Seeker Rockets
These Rockets have a sophisticated
tracking system so they receive a -1 to hit
modifier instead of the +1. After the hit
they suffer a -2 modifier on the Cluster Hit
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Table. Allocate damage like a standard rocket
launcher. If the to-hit roll is failed the
launcher does not fire, just like a Streak
system.
Harpoon Rockets
These rockets will only work under water
just like harpoon missiles without the Rocket
Launcher +1 modifier.
Zero-G Rockets
These rockets get a -1 modifier within a
zero g environment and will not work outside
of it.
All of these rockets cost 50% more in
battle value and cost. Infantry with LAW
systems can use these special rocket launcher
munitions. Construct them and make attacks
normally. They can only use one type of
ammunition. The munitions work as follows:

the location does not carry over into internal


structure. Against other types of armor and
internals they cause normal damage.
Fire: The unit causes no damage and
follows all standard rules for fire rockets
described on the previous page with a -1
modifier when checking if the target is on
fire.
Seeker: The unit gets a -1 modifier for
all of their to-hit rolls.
Harpoon: Can only attack underwater, -1
for all to-hit rolls.
Zero-G: Can only attack in zero-g, -1
for all to-hit rolls.

Concussion: When two clusters hit the


same location roll 2d6. On a result of 12
roll for a critical hit against the location
with a -3 modifier.
Corrosive: Each cluster causes +1
damage against Ferro-Fibrous, Ferro-Lamelor,
Laser and Reactive armor. Excess damage to
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The Clan Burrock Handbook


Warrior Skill and Progress
as discussed by Scientist-General
Persephone

EI warriors when moving to another type of


chassis as an Improved EI system is crosscompatible from chassis to chassis.

In order to improve our Warrior skill


there are a number of methods we employ.

3 - Selective Breeding. Scientist pair


woman and man together with traits which will
create new, more efficient, Warriors.
Even
if they are from different castes.
The only
exception is the Vengeful, who breed among one
another through the same pairing process, as
they need elite warriors. Our "Trueborns" are
selective breed "Freeborns."
Freeborns are
those who are born without the selective
process and, if they do not prove useful, will
be placed into a lower caste.

1 - Improved EI. This is our main skill


enhancer utilized by our Vengeful military.
When the system is deactivated they have
average skill and are well capable without it.
When it is on the enhancements put them above
the average Clan warrior.
2 - Cross-training. It is something our
Warriors have learned to live with over the
years because it has become essential to our
survival. Among the Betrayed it is not
uncommon for a MechWarrior to have some
driving or aerospace piloting skills. This is
not seen as dishonorable among us, it is
actually looked at as a dominate trait,
because a Warrior who is cross trained is
useful in almost any kind of situation. For
example, our Khan can pilot any OmniTech unit
with ease with an above average skill rating.
Warriors who follow the same model have a lot
of flexibility when bidding forces against
others willing to perform the task at hand.
Dispossession is the lowest honor as it shows
the Warrior is irresponsible or weak when
adapting. This is prevalent with our Improved

4 - Bloodnames. The process to retrieve


one is time consuming, grueling but rewarding
because of the high honor they receive among
the Underground. A Warrior must be proficient
in a number of areas, proving his or her might
through Underground performance, coordination
and battlefield prowess. Only those with a
significant rank and experience, above Star
Commander, are capable of getting one. Unlike
other Clans, we do not play favoritism with
renowned bloodlines andristars. These people
are selected by the Khan, saKhan, Loremaster
or a Galaxy Commander and are given a very
difficult task to prove him or herself worthy
of such a name. Those who return with a
complete set of objectives receive a Bloodname
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and are entered into the Vengeful or advanced
with a valuable command position and gain
access to Deathshrieker OmniMechs. If they
refuse one they can take an OmniTech unit of
choice. It is uncommon, but those in lower
castes who prove worthy are capable of getting
a Bloodname (A good example is Merchant Factor
Tyler Moreau for his superb performance in
naval strategic coordination and piloting).

Clan Burrock Skill Table


MechWarrior
*ProtoMech Warrior (NEW)
Combat Vehicle Crew
Support Vehicle Crew
Conventional Infantry
Mechanized Infantry
Anti-Mech Infantry
Foot
Motorized/Jump
Battle Armor Infantry
Aerospace Fighter Pilot
Conventional Fighter Pilot
Small Craft Crew
Dropship

G
4
3
4
5
4
4
4
4
4
4
4
6
4

P
5

5
5
6
X
4
5
5
5
4
4
4

NOTE: Vengeful follow the same table and


only use MechWarrior, ProtoMech Warrior,
Combat Vehicle Crew, Battle Armor, and
Conventional Fighter Pilot ratings with a -1
modifier (except for ProtoMech Warrior).
Everything listed above (except for ProtoMech
Warrior because it is an exclusive Vengeful
unit) represents the Betrayed. The most
experienced warriors among the Vengeful and
Betrayed are proficient with two fields.

Availability

-->
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Available Technology: The Betrayed
as discussed by Scientist-General
Persephone
As you know, we do not have the tools
necessary to produce Clan-level technology as
of now. However we can and do produce Star
League era technology. While our production
means are not as fast as standard methods it
is much better than nothing at all.
Here is a list of Structure and Equipment
we produce on a day to day basis used on our
BattleMechs, OmniTech, Battle Armor, Infantry,
and other Underground personnel (this
technology is Star League grade, NOT the Clan
counterpart unless noted):
Star League Grade Components
Small, Medium and Large Lasers
Standard and ER PPC
LRM-5, 10, 15 and 20 Launchers
SRM-2, 4 and 6 Launchers
Autocannon 2, 5, 10 and 20
Machine Gun
Flamer
Gauss Rifle
Ultra Autocannon 5
LB 10-X Autocannon
Small, Medium and Large Pulse Lasers
ER Large Laser

One-Shot Missile Systems


Streak SRM-2
Anti-Missile System
Arrow IV Artillery
Artemis IV FCS
Beagle Active Probe
Guardian ECM Suite
Narc Missile Beacon
Rocket Launcher 10, 15 and 20
Special Rocket Launcher Ammunition
Target Acquisition Gear
High-Explosive Bombs
Cluster Bombs
Rocket Launcher Pods
Standard Structural Components
Standard Armor
Jump Jets
55 Fusion Engine
70 Fusion Engine
200 Fusion Engine
240 Fusion Engine
300 Fusion Engine
55 ICE
120 ICE
165 ICE
225 ICE
140 Turbine
225 Turbine
Regular and Special Ammunition

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The Clan Burrock Handbook


Clan Grade Components
CASE
Communication Equipment
Paramedic Equipment
Engineering/Salvage Equipment
Heavy Grenade Launcher
Vehicle Flamer
Detachable Missile Pack
Cutting Torch
Mission Equipment
Modular Weapon Mounts
Searchlights
Space Operations Adaptation
Bows
Clubs
Knives, Swords and Vibroswords
Auto-Pistol
Dart Gun
Flare Pistol
Laser Pistol
Revolver
Sonic Stunner
Tranq Gun
Auto-Rifle
Laser Rifle
Sniper Rifle
Auto-Shotgun
Pump-Action Shotgun
Submachine Gun
Gauss Submachine Gun
Grenades (Regular and Inferno)

Semi-Portable Autocannon
Man-Portable Flamer
Grenade Launcher (Regular and Inferno)
Support Machine Gun
Heavy Motar (Regular and Inferno)
Rocket Launcher (LAW)
SRM Launcher (One and two shot)
Support Laser
Land Mines
PA(L) Exoskeletons and components
Sneak Suits (3 System)
Marine Environment Suits
Microlite VTOL
Micro-Copter VTOL
Improved EI and Improved EI Cockpits
Regular and Special Ammunition
ProtoMech Armor and Structure Components
ProtoMech LRM and SRM systems
ProtoMech (Clan Standard) Machine Gun
We lack the ability to produce anything
else despite using ancient designs as an
inspiration. Clan grade components, even some
of the components we produce, come from
battlefield salvage and Underground raid
operations. Most of these low-grade materials
we produce are given to the Betrayed, while,
the more advanced materials are given to the
Vengeful to be utilized on OmniTech. These
materials are what our Clan relies on when it
comes to creating units.
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While we DO NOT produce these, here is a
list of Star League era units commonly found
and maintained among Betrayed forces (NOTE:
Our Clan tends to prefer Light and Medium
units that move fast):
BattleMechs
MCY-99 Mercury
THE-N Thorn
MON-66 Mongoose
HER-1S Hermes
HSR-200-D Hussar
STN-3L Sentinel
WVE-5N Wyvern
CRB-27 Crab
KTO-19 Kintaro
CHP-1N Champion
LNC25-01 Lancelot
EXT-4D Exterminator
BMB-12D Bombardier
GLT-3N Guillotine
FLS-8K Flashman
BL-6-KNT Black Knight
THG-11 Thug
CRK-5003-1 Crockett
HGN-732 Highlander
KCG-000 King Crab
LCT-1V Locust
STG-3G Stinger
WSP-1A Wasp

PHX-1 Phoenix Hawk


OSR-2C Ostroc
OTL-4D Ostsol
OTT-7J Ostscout
ARC-2R Archer
WHM-6R Warhammer
RFL-1N Rifleman
MAD-3R Marauder
SHD-2H Shadow Hawk
GRF-1N Griffin
SCP-1N Scorpion
WVR-6R Wolverine
TDR-5S Thunderbolt
GOL-1H Goliath
BLR-1G BattleMaster
Aerotech Fighters
Trident
Swift
Spad
Zero
Rogue
Tomahawk
Hellcat II
Gotha
Ironsides
Hammerhead
Rapier
Ahab

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Vehicles
(Tracked, Hover, Wheeled and VTOL)
Gabriel
Ripper
Beagle
Rotunda
Nightshade
Cyrano
Lightening
Zephyr
Kanga
Chaparral
Thor
Demon
Marksman
Magi
Burke
Fury
Rhino
Puma
APC (Hover, Tracked, and Wheeled)
Heavy APC (Hover, Tracked and Wheeled)
Mobile Headquarters
MASH Trucks (ICE and Fusion)
Cobra Transport VTOL
BattleMech Recovery Vehicle
Engineering Vehicle

Dropships
Manatee
Fury
Jumpships
Scout
Invader
Magellan
While we have a wide-range of equipment
we salvage most of it is not in good
condition. This list is not extensive,
meaning it is possible to see some IIC models
in our formations, but it is uncommon unless a
Warrior can prove a need for his or her
possession. The Underground works hard to
make sure our units are well maintained but
this is at the mercy of how quick they can
salvage materials and deliver components
produced by our Star League facilities.

Personalities &
Formations -->
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The Personalities of Clan Burrock
as discussed by Scientist-General
Persephone
Khan Sandra Polczyk
Age/Height/Weight: 29, 5'9, 175 lbs
Sex/Hair/Eyes: Female, Blonde, Blue
Phenotype: MechWarrior
Sandra Polczyk took over Clan Burrock on
her own, forcefully, after the Absorption put
everything into turmoil. We had already
suffered around 5 years of anarchy fell close
to extinction. Sandra fought hard, rising
from the ashes as part of the original Dark
Caste movement, and under her orders, we
formed the Clan Burrock there is today.
Our Khan is almost 30 and is of tureborn
blood. The original Khan, before our demise,
assigned Sandra to the Dark Caste. There she
lead a Trinary equipped with Star-League era
technology, consisting of BattleMechs,
Vehicles and Fighters, against other Clan
second line forces. Like other movements,
they worked hard with little or no support,
gaining information on the Clan and performing
raids to get supplies. Her work put her to
the test, teaching her an entire new fighting
style not seen since Operation: Klondike,
utilized by the Pentagon Powers.

The Absorption left an opening for new


leadership and Sandra Polczyk was one of the
first to take the challenge. The others,
being saKhan Ian Van Houten and Loremaster
Maria Gastopiv. She engaged in a lot of
trials to prove her concept right (most of
these putting her close to death), but what
ultimately won her the position, was some
knowledge pertaining to lost Star League
Production facilities. She called for a path
which strayed far from Kerensky's vision but
was essential for our survival. Her policies
included: 1 - Underground movements, part of
the Dark Caste, working day and night
attacking Clan second line forces. 2 - An
elite command (The Vengeful) protecting
movements from being exposed and taking the
most dangerous challenges 3 - A total rework
of both caste and command systems, with loose
priorities, allowing a flexible, though
efficient, command structure. She believed
that these 3 steps would ensure our future,
and so far, it has worked. Since then, she
has given herself a Bloodname as a reward for
all her efforts, a bold move but never
contested.
Our Khan is a MechWarrior phenotype,
piloting a Deathshrieker with her own personal
configuration loosely based on the Executioner
Prime. She is also adept at piloting a light
hovercraft when needed and has lead her own
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point of infantry. Very arrogant, but not to
the point to where she makes poor decisions in
combat and bad political moves. Some warriors
find her a bit shady but this comes with our
new nature.
saKhan Ian Van Houten

The Clan Burrock Handbook


Touman Information - The Betrayed
As Discussed by Galaxy Commander Jessica
Lamongue
The Betrayed has been around as long as
Clan Burrock, pre and post absorption, as soon
as we have started collaborating with the Dark
Caste. Today they are the most important
formation we rely on. The Betrayed are
constantly facing battle trying to supply our
forces and preserve our existence. Without
them, we would be nothing, and our Vengeful
formations we have today would not have become
as well equipped as they are.
In space and on the ground they hold some
of the most fierce warriors known to our
Touman. As a result, a few specialized
formations exist, such as the Nightmare and
Walking Dead cluster. All of our Betrayed
formations co-exist with our Vengeful
formations with the Vengeful usually taking
command if they are present. The Vengeful may
be in command, but they understand and respect
warriors among the Betrayed as if they are one
of them. An incompetent Vengeful commander
can doom his or her army if his or her choice
is to ridicule them, like most Clans do to
their lower castes.

equipped with an elite salvage team consisting


of elite Combat Engineers, Paramedics,
Laborers and standard infantry formations
equipped with rifles. This movement always
has the tools necessary to work with the
Betrayed and Vengeful to gather supplies and
strengthen our Clan.
The Swarm
15-30 Vessels/Elite/Fanatical
CO: Merchant Tyler and Scientist General
Persephone
Tyler Moreau and Persephone are the best
Underground coordinators we have had since the
absorption. The Swarm Cluster was last
reported with 7 Invader class and 3 Magellan
class Jumpships. The Magellan is the heart of
our space operation. We have a large number
of Scout Jumpships and these numbers increase
and decrease almost everyday. As a result, we
never count them. Each of these vessels have
Manatee or Fury Dropships. Fighters from The
Nightmare Hive are carried and deployed when
needed. As a result, The Swarm has the best
set of fighters and pilots at their disposal
with infantry who utilize Marine Combat Suits
to board enemy craft.

No matter what the formation may focus on


(both Vengeful and Betrayed), each one is
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The Clan Burrock Handbook


The Hellbringers
4 Clusters/Elite/Fanatical
CO: Galaxy Commander Jessica Lamongue

The Acid
8 Clusters/Veteran/Fanatical
CO: Galaxy Commander Marco Polczyk

Aptly named, my Hellbringers are among


the most efficient and fearsome betrayed
formations with a great backing Underground.
The Khan has granted me the rank of Galaxy
Commander because of my ability to lead these
viscous warriors. Slowly, we have become one
of the best Betrayed formations at Clan
Burrock's disposal. We have a decent balance
of BattleMechs and Vehicles combined with a
formidable amount of Conventional Infantry and
Fighter support.

The Acid are highly specialized, actually


preferring heavy vehicles supported by light
hovercraft. This is a parody of who they once
were. Marco Polczyk was once a MechWarrior
who lost his BattleMech, facing death. He
survived and now scorns those who have
BattleMechs after he was assigned a Fury
vehicle. As a result, Warriors who join his
formation are given BattleMechs as a second
choice. Their warriors, while piloting Tanks,
are the best among the Clan, almost perfect
during salvage and raid operations.

The Fury
6 Clusters/Veteran/Fanatical
CO: Galaxy Commander Kevin Marghar
The Fury were once a branch of the
Hellbringers until Kevin Marghar was appointed
his position by the Khan. They are
experienced Warriors who have adapted well to
the harsh Burrock way when it comes to
logistics. The Fury are great tactically and
have some of the best Recon units on their
side giving them an edge with intelligence.
Their units consist of BattleMechs supported
by a high number of light reconnaissance
Vehicles and Infantry.

The Walking Dead


2 Clusters/Elite/Fanatical
CO: Galaxy Commander Gregor Hutchinson
The Walking Dead are an elite Infantry
Galaxy supported by a high number of fast
support and transport vehicles. By the Khan's
order, their Infantry have advanced Sneak
IR/ECM/Camo suits with a well mix of primary
and secondary weapons. They are highly
trained in anti-'mech, raid, zero-G, salvage
and other operations. When needed all of
their infantry are skilled combat vehicle
drivers.

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There units are typically equipped with
Gauss Sub-Machine Guns, LAW Rocket Launchers
(and yes, our special ammo is compatible with
these launchers), Sniper Rifles, Vibroswords
and Man-Portable Flamers. Our Mechanized units
are equipped with Microlite and Microcopter
VTOL equipment. No matter what the case, they
come equipped with 3 System Sneak Suits,
making them a great addition to other units
(check the TRO at the end of this document for
specifics).

our new units can learn how to operate. They


have an even mix of BattleMechs, Vehicles,
Fighters, and Infantry. Units are expected to
become adept at two types of units then are
shipped off or promoted to the other Galaxies
which match their skills.

The Nightmare
4 Clusters/Veteran/Fanatical
CO: Galaxy Commander Isabelle
The Nightmare serves along side the Swarm
as their elite Fighter support. As a result,
they are widely spread among space assisting
them where needed. Most of them are serving
alongside Scout Jumpships who usually preform
raids and capture enemy cargo vessels.
The Forgotten
18 Clusters/Regular/Fanatical
CO: Galaxy Commander Alexei
The Forgotten is an entry level training
formation suited for garrison duties,
converting new or captured Dark Caste members,
light attack missions, or whatever the
Underground may require at the time so that
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Unit Formations: Vengeful and Betrayed
Ground Forces
as Discussed by Galaxy Commander Jessica
Lamongue
As you know, our forces are split into
two formations, the Vengeful and the Betrayed.
What is different about our Clan, despite
being one with the Dark Caste, is how our 2nd
line force operates as our front line. The
Vengeful is undoubtedly in command but the
Betrayed sees combat almost on a daily basis.
While our Touman may seem rather large,
you must understand that it is spread among 41
planets (the Pentagon Worlds and Homeworlds)
estimating all castes. The ratio, as of this
day, is usually 2 Vengeful Binary supported by
3 Betrayed Binaries per planet. Other
formations are 1 Vengeful trinary with two
Betrayed trinaries. Our largest holding is on
Dagda, run by the Khan, roughly one trinary of
her Vengeful supported by two trinaries, one
Hellbringer and one Walking Dead.
Here is how we organize our Vengeful
forces:
1 OmniMech or 2 OmniVehicles or 2
Conventional Omnifighters or 5 ProtoMechs or 5
Cicada Armor is a Point. An OmniMech with 5

Cicada or 5 ProtoMechs is a Point. An


OmniVehicle with 5 Cicada or 5 ProtoMechs is a
Point. Also, some formations deploy two sets
of 5 ProtoMechs as points (A total of ten
ProtoMechs). 5 of either of these points make
up a Star. 2 Stars make up a Binary, 3 Stars
make up a Trinary. We do not use the Nova
or Supernova term.
So, following the method we established,
this would be your typical Vengeful Trinary
formation:
Command Star

Support Star

Support Star

Dark Avenger
Gunner + Cicada
Gunner + Cicada
Runner + Cicada
Runner + Cicada

Siafu + Cicada
Siafu + Cicada
Mosquito + Cicada
Mosquito + Cicada
Mosquito + Cicada

2
2
2
2
2

Praying Mantis
Praying Mantis
Scarab
Scarab
Scarab

This would be your typical Vengeful


Binary formation:
Command Star

Support Star -OR-

Support Star

Dark Avenger
2/5 Nightcrawler
2/5 Nightcrawler
Runner + Cicada
Runner + Cicada

Siafu + Cicada
Siafu + Cicada
Mosquito + Cicada
Mosquito + Cicada
Mosquito + Cicada

2
2
2
2
2

Praying Mantis
Praying Mantis
Scarab
Scarab
Scarab

Because of OmniTech units can mix and


match configurations as they see fit.

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A more well-equipped Vengeful command
Trinary would probably look like this:
Command Star

Support Star

Support Star

Deathshrieker
Dark Assassin
Dark Assassin
Dark Avenger
Dark Avenger

Dark Wraith
Gunner + Cicada
Gunner + Cicada
Runner + Cicada
Runner + Cicada

2
2
2
2
2

Praying Mantis
Praying Mantis
Scarab
Scarab
Scarab

These 3 formations I showed you are what


you are going to see. A new Star Colonel,
with a decent Underground, will probably run
the Standard Trinary plus two binaries and a
betrayed Trinary. A very good underground
will get the Command Trinary.
Other honorable mentions:
Quick Ambush Task Force:
Siafu (Rocket Launcher) + Cicada
Siafu (Rocket Launcher) + Cicada
2 Mosquito (Scout)
Mosquito (Rocket Launcher) + Cicada
Mosquito (Rocket Launcher) + Cicada

This formation is used in the opening of


a Vengeful engagement. They are highly
trained, highly skilled, striking at targets
from behind and slowing down the objective.
Then, other support units move in such as
Conventional OmniFighters (with Rocket

Launchers) and OmniVehicles, followed by


OmniMechs with more Cicada Armor. Sometimes,
this formation will replace Cicada armor with
ProtoMechs which can take and deal much more
damage. These formations take care of much
more dangerous targets.
The Betrayed operates much differently.
They are scavengers meaning they are going to
use anything they can get their hands on.
Their units depend on they type of Clan they
combat. Their units are flawed, meaning it is
not uncommon that an engine, gyro, or other
internals, or armor is not properly maintained
or repaired. Any front line equipment they
salvage goes directly to the Vengeful so that
it may be equipped on an OmniTech unit.
Here is how we organize our Betrayed
forces:
1 BattleMech or 2 Vehicles or 2 Fighters
or 25 Infantry (5 Squads of 5 Infantry) is a
Point. A Vehicle supported by 25 Infantry is
a Point. Just like the Vengeful, 5 of either
of these points make up a Star. 2 Stars make
up a Binary, 3 Stars make up a Trinary.
Again, we avoid Nova and Supernova
terminology.

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Here is an example Betrayed trinary:
Command Star

Support Star

Support Star

EXT-4E Exterminator
CHP-1N Champion
LNCE25-01 Lancelot
MON-66 Mongoose
HSR-200-D Hussar

2
2
2
2
2

Jump Infantry
Jump Infantry
Motorized Infantry
Motorized Infantry
Motorized Infantry

Zephyr
Zephyr
Gabriel
Gabriel
Gabriel

Aerotech fighters are kept in space so


they can assist with pirate raids and protect
captured cargo haulers and Jumpships. This is
why we use Conventional OmniFighters instead
of regular OmniFighters for ground support.
Infantry formations are strictly for salvage
operations, ambushes or grab and run raids
where we will use APC's and fast escorts to
drop them off. We cannot afford to throw
hordes of infantry at the enemy, even if they
are old warriors, so we take calculated risks
while using them.

Sample Unit
Formation -->
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The Clan Burrock Handbook


The Fear Enclave
Current Location: Delios
Vengeful Presence: Scythe, Reaper
Betrayed Presence: Forgotten
Underground Rating: 62.44% (CB avg: 78.63%)
The Fear Enclave is a veteran formation
that has been developing on Delios years
before the swift destruction of Clan Smoke
Jaguar. We have enjoyed raiding against them
in the past, a real shame, and now we are
stuck with a less impressive borderline
spheroid scum Clan called Diamond Shark. Or
maybe Sea Fox? Stupid. The Warrior should be
in charge. Anyway, I can rant about them a
lot. If they were true to themselves, they
would have kept their original name and
stopped all business deals with the Inner
Sphere, but they ultimately chose to dishonor
Kerensky's vision and betray their own kind.
Our Underground has been here more than
10 years before our absorption raiding Clan
Smoke Jaguar holdings. We were able to
witness their destruction but we hold no
sympathy for them. They are obviously weak
because they succumbed to inferior enemies.
For a while the Underground operation was
threatened because our source was destroyed
and we were at risk of being discovered by the
Inner Sphere. Rather than fight, we chose to

stay back, a much wiser decision in order to


keep our movement from being discovered. They
will have their time.
Since the discovery of Star League
facilities we have received a hefty upgrade.
While I find this unbelievable, I do not care,
because it has given my unit an opportunity.
After a month of severe testing, and after I
earned a Bloodname, my unit was entered into
the Vengeful and our formation received a
complete overhaul considering we were weak
from lack of resources (we were actually the
last to receive the upgrade). With a full
trinary of units replaced by OmniTech our
performance started to rise above 60%, though
we were still below average. Modular
technology put us back to our enemies throats
by cutting down refit and repair times.
Now we raise hell against our Diamond
Shark enemies. They have provided us with
more resources than the Smoke Jaguars could
have ever done. This has strengthened our
movement but there was still a gap in our
Betrayed touman that needed to be filled. I
approached the Khan myself and asked if we
would take the opportunity to train a new
Forgotten formation, who were rejected by a
lot of movements, then adopt them into our
Underground. She was surprised that we were
the first to actually demand them and after
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The Clan Burrock Handbook


some time, looking at our unit's history, she
decided that our unique style would turn them
into fine warriors. She was amazed that we
were capable of operating with a performance
rating lower than 65% (one of the lowest
actually, the average being between 75-80%)
and agreed. As a bonus, she sent an
experenced traveling ambush task force from
the Reaper cluster to aid The Forgotten and
our Underground operation. We have also
adopted a sizable amount of ProtoMechs into
our cluster. They are exceptionally useful.
If we lose any more OmniMechs we will gladly
accept them instead. While our units are
average at best we are proven as the most
resourceful and cunning of Clan Burrock.
Scythe Vengeful The Burning Scythe
Command: Star Colonel Din Polzcyk
Command

Support

Dark Avenger + Cicada Armor MG


Dark Avenger + Cicada Armor MG
Dark Avenger + Cicada Armor MG
(2) 5 Nightcrawler
(2) 5 Nightcrawler

Darkling +
Darkling +
Darkling +
Spreadwing
Spreadwing

Support
(2)
(2)
(2)
(2)
(2)

Praying Mantis
Praying Mantis
Scarab
Scarab
Scarab

Cicada MG
Cicada MG
Cicada MG
+ Cicada VTOL
+ Cicada VTOL

Reaper Vengeful The Swarm's Fury


Command: Star Captain Anthony
Command
Gunner
Gunner
Runner
Runner
Runner

Support
+
+
+
+
+

Cicada
Cicada
Cicada
Cicada
Cicada

Armor
Armor
Armor
Armor
Armor

MG
MG
MG
MG
MG

Siafu + Cicada MG
Siafu + Cicada MG
Mosquito + Cicada MG
Mosquito + Cicada MG
Mosquito + Cicada MG

The Forgotten 16th


Command: Star Captain Vince
Only a few months old, the Forgotten 16th
is beginning to prove their worth but not
without folly. Their commanders are as fresh
as their warriors meaning they will make
tactical errors. Star Captain Vince is lucky
I am patient. This does not mean they are
incapable of operating. They show merit,
getting the most useful supplies which keep
our Vengeful in superb battlefield condition,
but they have trouble keeping their formation
in tact. After a few battles, my Vengeful in
action replaced two of their fallen
BattleMechs (a Warhammer and Marauder) with
salvaged Locusts. Since that mistake, Vince
has reorganized his forces, took a much better
lead and has been more cautious. I am
confident they will pull together as they show
improvement everyday.

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The Clan Burrock Handbook


Command

Star 1

LNCE25-01 Lancelot
WHM-6Rrl Warhammer
WHM-6Rrl Warhammer
Heavy Hover APC + LAW Infantry
Heavy Hover APC + LAW Infantry

(2)
(2)
(2)
(2)
(2)

after our enemies are destroyed or after the


objective is secured, clean the area of all
useful materials, then retreat to safety. I
trust Scientist Natalia more than some of our
warriors.

Kanga (AC)
Kanga (AC)
Kanga (AC)
Gallion (RL)
Gallion (RL)

Star 2
(2) Rotunda (RL)
(2) Rotunda (RL)
(2) Rotunda (RL)
(2) Nightshade
(2) Nightshade
Support
OST-4Drl
OST-2Crl
OST-2Crl
OTT-1Vrl
OTT-1Vrl

Star 1
Ostsol
Ostroc
Ostroc
Locust
Locust

Heavy
Heavy
Heavy
Heavy
Heavy

Hover
Hover
Hover
Hover
Hover

APC
APC
APC
APC
APC

(RL)
(RL)
(RL)
(RL)
(RL)

+
+
+
+
+

Foot
Foot
Foot
Foot
Foot

Infantry
Infantry
Infantry
Infantry
Infantry

Command Assets

Salvage Team

Mobile Headquarters
MASH Truck (ICE) + Paramedic Team
MASH Truck (ICE) + Paramedic Team
Heavy Hover APC + Paramedic Team
Heavy Hover APC + Paramedic Team

Engineering Vehicle
BattleMech Recovery Vehicle
Cobra Transport VTOL + Salvage Team
Cobra Transport VTOL + Salvage Team
Cobra Transport VTOL + Salvage Team

(LAW)
(LAW)
(LAW)
(LAW)
(LAW)

Underground Support The Harvesters of Sorrow


Command: Scientist Natalia
The Harvesters of Sorrow are an elite
support team we have trained to aid the
Underground with all medical, communication,
command and salvage operations. They are in
great shape and I have placed them top
priority for supplies since the annihilation
of Clan Smoke Jaguar. Without this formation
we would essentially be nothing. They have
paramedics useful for assisting our personel
both Betrayed and Vengeful. Our paramedics
have a great understanding on how to treat
Improved EI Implant warriors. Salvage teams
are perfectly coordinated with our Reaper
assistance. Together, they rush into battle
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The Clan Burrock Handbook


Dropships and Jumpships
as discussed by Merchant Factor Tyler
Moreau
Nothing would be possible without our
equipment in space. We are careful and
precise while performing any kind of attack.
We plot jump points carefully, deploy and
strike, taking our objective with harsh force.
All salvage is taken then preparations are
made and we jump out of the system.
Merchants control our Dropships and
Jumpships and have effectively done so for
many years. They have fooled the Clans since
our connection with the Dark Caste began, and
do so today. It has become a very natural
art. Equipment is smuggled without notice,
raids are preformed, and deliveries are made
with precision and care. Alas, we are seen as
some kind of dishonorable pirate band.
If we
are discovered then so be it. Our units
identify themselves as the Dark Caste and
accept their fate in the honor of Clan Burrock
and the Clan's survival by fighting to the
death.
It is difficult to discuss what assets we
have available in space because it depends
heavily on what we salvage. I can only
provide you with some useful insight so you
are not caught off guard.

The Manatee is our basic spheroid


Dropship. It is light, easy to maintain, and
has enough cargo space to haul all kinds of
equipment from point A to point B. Due to how
weak it is the Manatee can pass as no threat
with little or no effort at all. Our cargo
hauling models are usually modified with four
bays dedicated to cargo complete with their
own doors. This allows easier access which
speeds up operations. Weapons vary from model
to model, but most Cargo Manatee are equipped
with weapons great for AA targeting, like the
Class 2 LB-X Autocannon, sometimes supported
by Large and Medium Pulse Lasers. Spare
weight is usually put toward armor or heat
sinks. More diverse configurations transport
some of our military. These support Stars of
BattleMechs, ProtoMechs, Vehicles, Fighters,
and Infantry. Plenty of Manatee are used on
Jumpships as dedicated fighter carriers.
The Fury is our basic Aerodine Dropship
used for specialized missions the Manatee
cannot perform. It is basically the
Broadsword of our Clan, much slower and less
armed. Some of them have been modified as
cargo haulers which usually have a different
weapon loadout. These are a lot like the
Manatee cargo hauler carrying AA type weapons.
More common versions are modified with bays
for either BattleMechs, ProtoMechs, Vehicles,
Infantry, Fighters or a mix of these depending
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on what the military needs. Almost all
variants carry a cargo bay for replacement
parts and battlefield salvage.
Always on the move, Jumpships are the
most valuable units we possess. The Invader
is our main Jumpship due to its availability
among the Clans, used as a transport for our
dropships and performing pirate operations.
Scout class Jumpships are used heavily for
raiding when an Invader cannot be spared.
Manatees with salvaged AeroTech Fighters are
attached to them, defending all units from
harm, or performing their raid when the
Jumpship enters the mission area. Fury with
Battle Armor and Infantry will attempt to
forcefully dock with the target in order to
capture it. The Magellan is our most useful
Jumpship because of its HPG system and
advanced medical facilities. They are
constantly on the move and have become our
communication and resupply points for all
Burrock naval forces. In a way, we treat
these as our capital ships, though we hardly
use them when performing raids.
We do not have warships for obvious
reasons. It would be foolish for us to even
attempt to salvage one, let alone, try to
hijack it. We lack the resources and know-how
to maintain them. As a result, we do
everything we can to avoid them. We prey on

cargo haulers to gain the materials we need.


This would be a typical Burrock Strike
Pirate Force:
Scout
Scout
Scout
Scout
Scout

+
+
+
+
+

Manatee
Manatee
Manatee
Manatee
Manatee

(Fighter
(Fighter
(Fighter
(Fighter
(Fighter

Bays)
Bays)
Bays)
Bays)
Bays)

+
+
+
+
+

Fighters
Fighters
Fighters
Fighters
Fighters

This is our only formation which will


rely on a small craft, filled with infantry,
meant to capture the enemy vessel. They are
never too far from one another though are
capable of operating independently. When
separate, they are stealthy, but together they
have a formidable fighter force.
This would be a typical convoy:
Scout
Scout
Scout
Scout
Scout

+
+
+
+
+

Manatee (Fighter Bays) + Fighters


Manatee (Fighter Bays) + Fighters
Manatee
Manatee
Manatee

The Scouts with regular cargo manatee


will have a fighter in their single bay.
The
Scouts equipped with Fighter Manatees will not
venture too far so they can defend them in a
pinch or pose as a decoy allowing the other
units an opportunity to escape.
Again, these
carry small craft.

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This would be a more well-equipped
operation, usually a checkpoint for Scouts:
Invader
Manatee (Fighter Bays) + Fighters
Manatee (Fighter Bays) + Fighters
Fury + Infantry (Marines and Battle Armor)

This would be a Command Force.


The
center of communications, repair and resupply:
Magellan
Scout + Manatee
Scout + Manatee
Scout + Manatee
Scout + Manatee

(Fighter
(Fighter
(Fighter
(Fighter

Bays)
Bays)
Bays)
Bays)

+
+
+
+

Fighters
Fighters
Fighters
Fighters

TRO Information
-->
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The Clan Burrock Handbook


Runner OmniMech R-10-O
Technology
Base:

Clan

Chassis Config: Quad


BV2:

274

20.00 tons
Cost:

1,886,500 CBills

Tech Rating/Era
Availability:

E/X-E-E

Equipment
Internal
Standard
Structure:
Engine:
200 Fusion Engine
Walking MP: 10
Running MP: 15
Jumping MP: 0
Heat Sinks:
10 - Single (8 in engine)
Heat Sink Locations: 1 LT, 1 RT
Gyro:
Standard
Cockpit:
Standard
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor:
40 points - Standard Armor

Mass

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Front Leg:
R/L Rear Leg:

Internal
Structure
3
6

Armor
Factor
6
6
2
2
1
5
5

5
4
4

2.00
8.50

Configuration
Prime
BV2:

770

Cost:

2,126,500 CBills

Tech Rating/Era
Availability:

F/X-E-E

Location Heat Criticals


CT
10
2

Tonnage
2.00

0.00
2.00
3.00
2.50

Weapons and Ammo


2 ER Medium Lasers

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT

Mass
0.00

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The Clan Burrock Handbook


Configuration A
BV2:
314

Cost: 2,276,500 C-Bills


Tech Rating/Era Availability:
E/X-E-E

Weapons and Ammo


2 Machine Guns
Active Probe
@MG (1/2) (100)

Location Heat Criticals


CT
0
2
RT
0
1
LT
-1

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT
CASE Locations: LT
Configuration B
BV2:
359

Tonnage
0.50
1.00
0.50
Mass
0.00
0.00

Cost: 2,261,500 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Weapons and Ammo


TAG
ECM Suite

Location Heat Criticals


CT
0
1
RT
0
1

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT

Tonnage
1.00
1.00

Configuration C
Cost: 1,991,500 C-Bills
BV2:
356
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
SRM-2
SRM-2
@SRM-2 (50)

Location Heat Criticals


RT
2
1
LT
2
1
CT
-1

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT
CASE Locations: CT

Tonnage
0.50
0.50
1.00
Mass
0.00
0.00

Configuration D
Cost: 1,954,000 C-Bills
BV2:
559
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
2 ER Small Lasers
ER Small Laser
ER Small Laser

Location Heat Criticals


CT
4
2
RT
2
1
LT
2
1

Tonnage
1.00
0.50
0.50

Mass
0.00

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT

Mass
0.00

87

The Clan Burrock Handbook


Gunner OmniMech G-10-O
Technology
Base:

Clan

Chassis Config: Quad


BV2:

380

25.00 tons
Cost:

2,138,021 CBills

Tech Rating/Era
Availability:

E/X-E-E

Equipment
Internal
Standard
Structure:
Engine:
200 Fusion Engine
Walking MP: 8
Running MP: 12
Jumping MP: 0
Heat Sinks:
10 - Single (8 in engine)
Heat Sink Locations: 1 LT, 1 RT
Gyro:
Standard
Cockpit:
Standard
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Armor:
62 points - Standard Armor

Mass

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Front Leg:
R/L Rear Leg:

Internal
Structure
3
8

Armor
Factor
6
10
2
5
1
8
8

6
6
6

2.50
8.50

Configuration
Prime
BV2:

966

Cost:

2,466,146 CBills

Tech Rating/Era
Availability:

F/X-E-E

Location Heat Criticals


HD
-1
CT
12
1

Tonnage
1.00
4.00

0.00
2.00
3.00
4.00

Weapons and Ammo


Targeting Computer
ER Large Laser

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT

Mass
0.00

88

The Clan Burrock Handbook


Configuration A
BV2:
824

Cost: 2,544,271 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Weapons and Ammo


2 ER Medium Lasers
Narc Launcher
@Narc (Homing) (6)

Location Heat Criticals


CT
10
2
RT
0
1
RT
-1

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT
Configuration B
BV2:
692

Tonnage
2.00
2.00
1.00
Mass
0.00

Cost: 2,934,896 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Weapons and Ammo


ECM Suite
Medium Pulse Laser
Active Probe
TAG
Equipment
Actuators: L: H+UL+LL+F
Heat Sinks:

Location Heat Criticals


HD
0
1
CT
4
1
RT
0
1
LT
0
1

Heat Sink Locations: 1 LT, 1 RT


Configuration C
Cost: 2,763,021 C-Bills
BV2:
658
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
ER Medium Laser

Location Heat Criticals


CT
5
1

Equipment
Actuators: L: H+UL+LL+F R: H+UL+LL+F
Heat Sinks:
10
Heat Sink Locations: 1 LT, 1 RT
Jumping MP: 8 Standard
Jump Jet Locations: 4 LT, 4 RT

Tonnage
1.00
Mass
0.00

4.00

Tonnage
1.00
2.00
1.00
1.00
Mass

R: H+UL+LL+F
10

0.00
89

The Clan Burrock Handbook


Dark Wraith OmniMech DD-16-O
Technology
Base:

Clan

Chassis Config: Biped


BV2:

607

40.00 tons
Cost:

3,634,750 CBills

Tech Rating/Era
Availability:

E/X-E-E

Equipment
Internal
Standard
Structure:
Engine:
240 Fusion Engine
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks:
10 - Single (9 in engine)
Heat Sink Locations: 1 HD
Gyro:
GyroStandard
Cockpit:
Standard
Actuators: L: SH+UA R: SH+UA
Armor:
120 points - Standard Armor

Mass

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Internal
Structure
3
12

Armor
Factor
8
20
4
17
2
10
15

10
6
10

4.00
11.50

Configuration
Prime
BV2:

1,307

Cost:

5,040,700 CBills

Tech Rating/Era
Availability:

F/X-E-E

Location Heat Criticals


CT
4
2
RT
2
1
LT
0
1
RA
12
1
RA
0
2
LA
2
1
RA
-1

Tonnage
1.00
0.50
1.00
4.00
0.50
0.50
0.50

0.00
3.00
3.00
7.50

Weapons and Ammo


2 ER Small Lasers
ER Small Laser
ECM Suite
ER Large Laser
2 Machine Guns
ER Small Laser
@MG (1/2) (100)

90

The Clan Burrock Handbook


Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
10
Heat Sink Locations: 1 HD
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT
CASE Locations: RA
Configuration A
BV2: 1,190

Mass

Location Heat Criticals


RT
0
1
LT
3
1
RA
12
1
LL
3
1
LT
-1

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
10
Heat Sink Locations: 1 HD
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT
CASE Locations: LT

Cost: 5,259,450 C-Bills


Tech Rating/Era Availability:
F/X-E-E

0.00

3.00
0.00

Cost: 5,154,450 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Weapons and Ammo


Active Probe
SRM-4
ER Large Laser
SRM-4
@SRM-4 (25)

Configuration B
BV2: 1,157

Tonnage
1.00
1.00
4.00
1.00
1.00

Weapons and Ammo


Active Probe
ECM Suite
2 Medium Pulse Lasers
TAG
2 Machine Guns
@MG (1/2) (100)

Location Heat Criticals


RT
0
1
LT
0
1
RA
8
2
LA
0
1
LL
0
2
LT
-1

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
10
Heat Sink Locations: 1 HD
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT
CASE Locations: LT

Tonnage
1.00
1.00
4.00
1.00
0.50
0.50
Mass
0.00

3.00
0.00

Mass
0.00

3.00
0.00

91

The Clan Burrock Handbook


Configuration C
Cost: 4,821,950 C-Bills
BV2: 1,344
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
LRM-20
ER Medium Laser
@LRM-20 (12)

Location Heat Criticals


LT
6
4
RA
5
1
LT
-2

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
10
Heat Sink Locations: 1 HD
Jumping MP: 6 Standard
Jump Jet Locations: 3 LT, 3 RT
CASE Locations: LT

Tonnage
5.00
1.00
2.00
Mass
0.00

3.00
0.00

92

The Clan Burrock Handbook


Dark Assassin DA-16-O
Technology
Base:

Clan

Chassis Config: Biped


BV2:

785

60.00 tons
Cost:

5,066,000 CBills

Tech Rating/Era
Availability:

E/X-E-E

Equipment
Internal
Standard
Structure:
Engine:
240 Fusion Engine
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks:
10 - Single (9 in engine)
Heat Sink Locations: 1 RT
Gyro:
Standard
Cockpit:
Standard
Actuators: L: SH+UA R: SH+UA
Armor:
168 points - Standard Armor

Mass

Internal
Structure
3
20

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Armor
Factor
9
25
10
20
7
15
20

14
10
14

6.00
11.50

Configuration
Prime
BV2:

1,595

Cost:

6,870,000 CBills

Tech Rating/Era
Availability:

F/X-E-E

0.00
3.00
3.00
10.50

Weapons and
Ammo

Location

Ultra AC/10

RT

LRM-20
ER Medium Laser
ER Medium Laser
SRM-4
@Ultra AC/10 (20)
@LRM-20 (12)

LT
RA
LA
LA
RT
LT

Heat
3 /shot (6.0
max)
6
5
5
3
---

Criticals Tonnage
4

10.00

4
1
1
1
2
2

5.00
1.00
1.00
1.00
2.00
2.00
93

The Clan Burrock Handbook


@SRM-4 (25)

LT

--

Equipment
Actuators: L: SH+UA+LA R: SH+UA+LA
Heat Sinks:
13
Heat Sink Locations: 1 HD, 1 RT, 1 LL, 1 RL
CASE Locations: LT, RT
Configuration A
BV2: 1,880

1.00

Location Heat Criticals


CT
4
1
RT
5
1
LT
5
1
RA
10
2
LA
15
2
LA
2
1
LT
-1

Equipment
Actuators: L: SH+UA R: SH+UA+LA
Heat Sinks:
19
Heat Sink Locations: 1 HD, 1 CT, 2 LT, 2 RT, 2 LL, 2 RL
Jumping MP: 4 Standard

4.00
0.00

Mass
3.00
0.00

Cost: 7,014,500 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Weapons and Ammo


SRM-6
ER Medium Laser
ER Medium Laser
2 ER Medium Lasers
ER PPC
ER Small Laser
@SRM-6 (15)

Jump Jet Locations: 2 LT, 2 RT


CASE Locations: LT

Tonnage
1.50
1.00
1.00
2.00
6.00
0.50
1.00
Mass
9.00

Configuration B
BV2: 1,638

Cost: 6,264,000 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Weapons and Ammo


Large Pulse Laser
ER Large Laser
ER Large Laser

Location Heat Criticals


RT
10
2
RA
12
1
LA
12
1

Equipment
Actuators: L: SH+UA R: SH+UA
Heat Sinks:
22
Heat Sink Locations: 1 HD, 2 CT, 3 LT, 3 RT, 2 LL, 2 RL

Tonnage
6.00
4.00
4.00
Mass
12.00

Configuration C
Cost: 6,656,000 C-Bills
BV2: 1,623
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
LB 5-X AC
Medium Pulse Laser
ER PPC
Medium Pulse Laser
Medium Pulse Laser

Location Heat Criticals


RT
1
4
LT
4
1
RA
15
2
RA
4
1
LA
4
1

Tonnage
7.00
2.00
6.00
2.00
2.00
94

The Clan Burrock Handbook


@LB 5-X (Cluster) (20)

RT

--

1.00

Equipment
Actuators: L: SH+UA+LA R: SH+UA
Heat Sinks:
16
Heat Sink Locations: 2 LT, 1 RT, 2 LL, 2 RL
CASE Locations: RT

1,665

3.00
0.00

6.00
0.00

Cost:

7,094,000 CBills

Tech Rating/Era
Availability:

F/X-E-E

Location Heat Criticals


HD
0
1
RT/RA
10
2/10
LA
12
1
RT
-2
RT
-1

Tonnage
1.00
12.00
4.00
2.00
1.00

Configuration D
BV2:

Mass

Jumping MP: 3 Standard


Jump Jet Locations: 1 CT, 1 LT, 1 RT
CASE Locations: RT

Rules Level: Advanced


Rules
Weapons and Ammo
ECM Suite
Arrow IV Missile
ER Large Laser
@Arrow IV (Cluster) (10)
@Arrow IV (Homing) (5)

Equipment
Actuators: L: SH+UA R: SH+UA
Heat Sinks:
Heat Sink Locations: 2 LT, 2 RT

Mass
13

3.00

95

The Clan Burrock Handbook


Dark Avenger OmniMech A-16-O
Technology
Base:

Clan

Chassis Config: Biped


BV2:

782

60.00 tons
Cost:

5,516,000 CBills

Tech Rating/Era
Availability:

E/X-E-E

Equipment
Internal
Standard
Structure:
Engine:
300 Fusion Engine
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks:
10 - Single (10 in engine)
Gyro:
Standard
Cockpit:
Standard
Actuators: L: SH+UA R: SH+UA
Armor:
144 points - Standard Armor

Mass

Internal
Structure
3
20

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Armor
Factor
9
22
7
20
7
8
18

14
10
14

6.00
19.00

Configuration
Prime
BV2:

0.00
3.00
3.00
9.00

Cost:

7,105,200 CBills

Tech Rating/Era
Availability:

F/X-E-E

Location Heat Criticals


CT
10
2
RT
6
4
LT
6
4
RT
-1
LT
-1

Tonnage
6.00
5.00
5.00
1.00
1.00

1,671

Weapons and Ammo


Large Pulse Laser
LRM-20
LRM-20
@LRM-20 (6)
@LRM-20 (6)

Equipment
Actuators: L: SH+UA+LA+H

Mass
R: SH+UA+LA+H

96

The Clan Burrock Handbook


Heat Sinks:
Heat Sink Locations: 1 LT, 1 RT
CASE Locations: LT, RT
Configuration A
BV2: 1691

12

2.00
0.00

Cost: 6,755,200 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Weapons and Ammo


ER PPC
Streak SRM-6
Streak SRM-6
@Streak SRM-6 (15)

Location Heat Criticals


CT
15
2
RT
4
2
LT
4
2
RT
-1

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
17
Heat Sink Locations: 4 LT, 3 RT
CASE Locations: RT
Configuration B
BV2: 1,717
Weapons and
Ammo
ECM Suite

Tonnage
6.00
3.00
3.00
1.00
Mass
7
0.00

Cost: 7,383,200 C-Bills


Tech Rating/Era Availability:
F/X-E-E

Location

Heat

HD

Criticals Tonnage
1

ER Medium Laser

CT

Ultra AC/20

RT

@Ultra AC/20 (15)

LT

5
7 /shot (14.0
max)
--

1.00

12.00

3.00

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
10
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT
CASE Locations: LT

Mass
0.00
3.00
0.00

Configuration C
Cost: 6,427,200 C-Bills
BV2: 1,632
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
Targeting Computer
ER Large Laser
ER Large Laser

Location Heat Criticals


CT
-2
RT
12
1
LT
12
1

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
20
Heat Sink Locations: 5 LT, 5 RT

Tonnage
2.00
4.00
4.00
Mass
10.00

1.00
97

The Clan Burrock Handbook


Configuration D
Cost: 7,607,200 C-Bills
BV2: 1,518
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
ER Medium Laser
LB 20-X AC
@LB 20-X (Cluster) (5)
@LB 20-X (Slug) (5)

Location Heat Criticals


HD
5
1
RT
6
9
LT
-1
LT
-1

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
10
Jumping MP: 5 Standard
Jump Jet Locations: 1 CT, 2 LT, 2 RT
CASE Locations: LT
Configuration E
BV2:

1,512

Cost:
Tech Rating/Era
Availability:

Tonnage
1.00
12.00
1.00
1.00

@Arrow IV (Homing) (5)

LT

--

1.00

Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
10
Jumping MP: 4 Standard
Jump Jet Locations: 2 LT, 2 RT
CASE Locations: LT

Mass
0.00
4.00
0.00

Mass
0.00
5.00
0.00

7,091,200 C-Bills
F/X-E-E

Rules Level: Advanced


Rules
Weapons and Ammo
ER Medium Laser
Arrow IV Missile
@Arrow IV (Cluster) (10)

Location Heat Criticals


HD
5
1
CT/RT
10
2/10
LT
-2

Tonnage
1.00
12.00
2.00
98

The Clan Burrock Handbook


Deathshrieker OmniMech D-66-O
Technology
Clan
Base:

100.00 tons

Chassis Config:

Biped

Cost:

9,575,000 CBills

BV2:

1,154

Tech Rating/Era
Availability:

E/X-E-E

Equipment
Internal
Standard
Structure:
Engine:
300 Fusion Engine
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks:
10 - Single (10 in engine)
Gyro:
Standard
Cockpit:
Standard
Actuators: L: SH+UA R: SH+UA
Armor:
240 points - Standard Armor

Mass

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Internal
Structure
3
31

Armor
Factor
9
42
11
30
7
20
32

21
17
21

10.00
19.00
Configuration
Prime
BV2:
0.00
3.00
3.00
15.00

2,452

Weapons and Ammo


2 (R) ER Medium Lasers
Gauss Rifle
LRM-20
ER Large Laser
ER Large Laser
Streak SRM-6
@Gauss Rifle (16)
@LRM-20 (12)
@Streak SRM-6 (15)

Cost:

13,040,000 CBills

Tech Rating/Era
Availability:

F/X-E-E

Location Heat Criticals


CT
10
2
RT
1
6
LT
6
4
RA
12
1
LA
12
1
LL
4
2
RT
-2
LT
-2
LT
-1

Tonnage
2.00
12.00
5.00
4.00
4.00
3.00
2.00
2.00
1.00
99

The Clan Burrock Handbook


CASE Locations: LT, RT
Equipment
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Heat Sinks:
25
Heat Sink Locations: 1 HD, 5 LT, 3 RT, 2 LA, 2 RA, 2 RL
CASE Locations: LT, RT

Mass
15.00
0.00

Configuration A
Cost: 13,400,000 C-Bills
BV2: 2,337
Tech Rating/Era Availability:
F/X-E-E
Weapons and
Ammo
ER Large Laser
LRM-20

Location

Heat

RT
LT

12
6
7 /shot (14.0
max)
7 /shot (14.0
max)
----

Ultra AC/20

RA

Ultra AC/20

LA

@Ultra AC/20 (15)


@Ultra AC/20 (15)
@LRM-20 (6)

RT
LT
LT

Criticals Tonnage

Equipment
Actuators: L: SH+UA R: SH+UA
Heat Sinks:
20
Heat Sink Locations: 2 CT, 2 LT, 2 RT, 2 LL, 2 RL

0.00

1
4

4.00
5.00

12.00

12.00

3
3
1

3.00
3.00
1.00
Mass
10.00

Configuration B
Cost: 14,235,000 C-Bills
BV2: 2,076
Tech Rating/Era Availability:
F/X-E-E
Weapons and Ammo
2 ER Medium Lasers
LB 10-X AC
LB 10-X AC
LB 10-X AC
LB 10-X AC
@LB 10-X (Cluster) (20)
@LB 10-X (Slug) (10)
@LB 10-X (Cluster) (10)
@LB 10-X (Slug) (20)

Location Heat Criticals


CT
10
2
RT
2
5
LT
2
5
RA
2
5
LA
2
5
RT
-2
RT
-1
LT
-1
LT
-2

Equipment
Actuators: L: SH+UA R: SH+UA
Heat Sinks:
Heat Sink Locations: 1 LL, 1 RL
CASE Locations: LT, RT

Tonnage
2.00
10.00
10.00
10.00
10.00
2.00
1.00
1.00
2.00
Mass

12

2.00
0.00

Configuration C
Cost: 12,817,500 C-Bills
BV2: 2,728
Tech Rating/Era Availability:
F/X-E-E

100

The Clan Burrock Handbook


Weapons and Ammo
2 ER Medium Lasers
2 Machine Guns
2 ER Medium Lasers
2 Large Pulse Lasers
Gauss Rifle
@MG (1/2) (100)
@Gauss Rifle (24)

Location Heat Criticals


RT
10
2
RT
0
2
LT
10
2
RA
20
4
LA
1
6
RT
-1
LA
-3

Equipment
Actuators: L: SH+UA R: SH+UA+LA+H
Heat Sinks:
22
Heat Sink Locations: 1 HD, 1 CT, 3 LT, 3 RT, 2 LL, 2 RL
Jumping MP: 3 Standard
Jump Jet Locations: 1 CT, 1 LT, 1 RT
CASE Locations: RT, LA

Tonnage
2.00
0.50
2.00
12.00
12.00
0.50
3.00
Mass
12.00

6.00
0.00

101

The Clan Burrock Handbook


Type/Model:
Spreadwing Scout VTOL
Mass:
15 tons
Equipment:
Internal Structure: 10 pts Standard
Engine:
55 I.C.E.
Cruise MP:
10
Flank MP:
15
Heat Sinks:
0 Single
Cockpit & Controls:
Crew:
1 Members
Rotor Equipment: Main/Tail Rotors
Armor Factor:
48 pts Standard

Items
0
0

0
0
0
0
0

Internal
Structure
2
2
2
2

Front:
Left / Right Sides:
Rear:
Rotor:

Mass
1.50
3.00

.00
1.00
.00
1.50
3.00
Armor
Value
15
12/12
7
2

Scout
Weapons & Equipment:
1 Active Probe
1 ECM Suite
1 TAG

Loc
Body
Body
Front

Heat Ammo Items


0
1
0
1
0
1

Mass
1.00
1.00
1.00

1 LRM 5
CASE Equipment:
TOTALS:
Items & Tons Left:

Front
Body

2
0
5
3

2.00
.00
15.00
.00

Heat Ammo Items


0
25
2
0
25
1
0
1
0
0
4
4

Mass
2.00
2.00
1.00
.00
15.00
.00

24

Calculated Factors:
Total Cost:
1,291,406 C-Bills
Battle Value:
401

SRM
Weapons & Equipment:
1 SRM 4
1 SRM 4
1 SRM 4
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Front
Front
Front
Body

Calculated Factors:
Total Cost:
773,906 C-Bills
Battle Value:
603

102

The Clan Burrock Handbook

LRM
Weapons & Equipment:
1 LRM 5
1 LRM 5
1 LRM 5
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Front
Front
Front
Body

Heat Ammo Items


0
24
2
0
1
0
24
1
0
0
4
4

Mass
2.00
1.00
2.00
.00
15.00
.00

Calculated Factors:
Total Cost:
579,844 C-Bills
Battle Value:
493

Calculated Factors:
Total Cost:
616,406 C-Bills
Battle Value:
837

Rocket Launcher
Weapons & Equipment:
1 Rocket Launcher 15*
1 Rocket Launcher 15*
1 Rocket Launcher 15*
1 Rocket Launcher 15*
1 Machine Gun
1 Machine Gun
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Front
Front
Front
Front
Front
Front
Body

Heat Ammo Items


0
1
0
1
0
1
0
1
0
100
2
0
1
0
0
7
1

Mass
1.00
1.00
1.00
1.00
.75
.25
.00
15.00
.00
103

The Clan Burrock Handbook


Type/Model:
Mosquito Hover Tank
Mass:
25 tons
Equipment:
Internal Structure: 15 pts Standard
Engine:
120 I.C.E.
Cruise MP:
10
Flank MP:
15
Heat Sinks:
0 Single
Cockpit & Controls:
Crew:
2 Members
Lift Equipment:
Turret Equipment
(Locked):
Armor Factor:
56 pts Standard

Items
0
0

Mass
2.50
8.00

0
0
0
0

.00
1.50
.00
2.50

.50

3.50

Internal
Structure
3
3
3
3

Front:
Left / Right Sides:
Rear:
Turret:

Armor
Value
20
10/10
6
10

Heat Ammo Items


0
1

Turret
Body
Body
Body
Body

0
0
0

2
1
1
0
1
6
4

3.00
1.00
1.00
.00
.50
25.00
.00

Heat Ammo Items


4
1
0
4
1
9

Mass
2.00
.00
24.70
.30

0
0

Calculated Factors:
Total Cost:
1,469,063 C-Bills
Battle Value:
201

Laser
Weapons & Equipment: Loc
1 Medium Pulse Laser
Turret
CASE Equipment:
Body
TOTALS:
Items & Tons Left:

Calculated Factors:
Total Cost:
561,563 C-Bills
Battle Value:
309

LRM

Scout
Weapons & Equipment: Loc
1 TAG
Turret

1 Narc Missile Beacon


1 ECM Suite
1 Active Probe
CASE Equipment:
Sensors
TOTALS:
Items & Tons Left:

Mass
1.00

Weapons & Equipment: Loc


1 LRM 10
Turret

Heat Ammo Items


0
12
2

Mass
3.50
104

The Clan Burrock Handbook


1 LRM 5
1 LRM 5
CASE Equipment:
TOTALS:
Items & Tons Left:

Turret
Turret
Body

0
0

2
1
0
5
5

2.00
1.00
.00
25.00
.00

Heat Ammo Items


0
15
2
0
15
1
0
1
0
0
4
6

Mass
2.50
2.50
1.50
.00
25.00
.00

24

Calculated Factors:
Total Cost:
839,063 C-Bills
Battle Value:
605

SRM
Weapons & Equipment:
1 SRM 6
1 SRM 6
1 SRM 6
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Turret
Turret
Body

Calculated Factors:
Total Cost:
977,813 C-Bills
Battle Value:
493

Support
Weapons & Equipment: Loc
1 Active Probe
Turret

Heat Ammo Items


0
1

Mass
1.00

1 Flamer (Vehicle)
Front
0
1 Flamer (Vehicle)
Front
0
1 SRM 6
Turret
0
1 Machine Gun
Turret
0
1 Machine Gun
Turret
0
CASE Equipment:
Body
TOTALS:
0
Items & Tons Left:
Calculated Factors:
Total Cost:
1,051,875 C-Bills
Battle Value:
282

20

2
1
2
2
1
0
9
1

1.50
.50
2.50
.75
.25
.00
25.00
.00

Weapons & Equipment: Loc


Heat Ammo Items
1 Rocket Launcher 15*
Turret
0
1
1 Rocket Launcher 15*
Turret
0
1
1 Rocket Launcher 15*
Turret
0
1
1 Rocket Launcher 15*
Turret
0
1
1 Rocket Launcher 15*
Turret
0
1
1 SRM 2
Front
0
50
2
CASE Equipment:
Body
0
TOTALS:
0
7
Items & Tons Left:
3
Calculated Factors:
Total Cost:
777,188 C-Bills
Battle Value:
373

Mass
1.00
1.00
1.00
1.00
1.00
1.50
.00
25.00
.00

15
100

Rocket Launcher

105

The Clan Burrock Handbook


Type/Model:
Carrion Strike Tank
Mass:
35 tons
Equipment:
Internal Structure: 20 pts Standard
Engine:
225 I.C.E.
Cruise MP:
7
Flank MP:
11
Heat Sinks:
0 Single
Cockpit & Controls:
Crew:
2 Members
Turret Equipment
(Locked):
Armor Factor:
64 pts Standard

Items
0
0

Mass
3.50
20.00

0
0
0

.00
2.00
.00

.50

4.00

Internal
Structure
4
4
4
4

Front:
Left / Right Sides:
Rear:
Turret:

Armor
Value
20
15/15
10
4

Transport
Weapons & Equipment: Loc
1 Flamer (Vehicle)
Turret
1 SRM 2
Turret

Heat Ammo Items


0
20
2
0
50
2

1 SRM 2
1 Flamer (Vehicle)
CASE Equipment:
Infantry Bay
TOTALS:
Items & Tons Left:

Turret
Rear
Body
Body

0
0

1
1
0
1
7
5

.50
.50
.00
1.00
35.00
.00

Heat Ammo Items


0
12
2
0
50
2
0
0
4
8

Mass
3.50
1.50
.00
35.00
.00

0
0

Calculated Factors:
Total Cost:
501,945 C-Bills
Battle Value:
171

Missile
Weapons & Equipment:
1 LRM 10
1 SRM 2
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Turret
Body

Calculated Factors:
Total Cost:
654,695 C-Bills
Battle Value:
331

Mass
1.50
1.50
106

The Clan Burrock Handbook

Recon
Weapons & Equipment:
1 ECM Suite
1 Active Probe
1 TAG
1 LRM 5
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Body
Body
Turret
Turret
Body

Heat Ammo Items


0
1
0
1
0
1
0
24
2
0
0
5
7

Mass
1.00
1.00
1.00
2.00
.00
35.00
.00

1 Machine Gun
CASE Equipment:
TOTALS:
Items & Tons Left:

Front
Body

0
0

1
0
11
1

.25
.00
35.00
.00

Calculated Factors:
Total Cost:
601,086 C-Bills
Battle Value:
344

Calculated Factors:
Total Cost:
1,158,477 C-Bills
Battle Value:
263

Rocket Launcher
Weapons & Equipment:
1 Rocket Launcher 10*
1 Rocket Launcher 10*
1 Rocket Launcher 10*
1 Rocket Launcher 10*
1 Rocket Launcher 10*
1 Rocket Launcher 10*
1 Rocket Launcher 10*
1 Rocket Launcher 10*
1 Machine Gun

Loc
Turret
Turret
Turret
Turret
Turret
Turret
Turret
Turret
Front

Heat Ammo Items


0
1
0
1
0
1
0
1
0
1
0
1
0
1
0
1
0
100
2

Mass
.50
.50
.50
.50
.50
.50
.50
.50
.75
107

The Clan Burrock Handbook


Type/Model:
Darkling MBT
Mass:
45 tons
Equipment:
Internal Structure: 25 pts Standard
Engine:
225 I.C.E.
Cruise MP:
5
Flank MP:
8
Heat Sinks:
0 Single
Cockpit & Controls:
Crew:
2 Members
Turret Equipment
(Locked):
Armor Factor:
96 pts Standard

Items
0
0

0
0
0

.00
2.50
.00

1.00

6.00

Internal
Structure
5
5
5
5

Front:
Left / Right Sides:
Rear:
Turret:

Mass
4.50
20.00

Armor
Value
25
20/20
15
16

UAC5
Weapons & Equipment: Loc
1 Ultra AC/5
Turret
1 LRM 5
Turret

Heat Ammo Items


0
20
2
0
24
2

1 LRM 5
CASE Equipment:
TOTALS:
Items & Tons Left:

Turret
Body

1
0
5
9

1.00
.00
45.00
.00

Heat Ammo Items


0
20
2
0
25
2
0
1
0
0
5
9

Mass
8.00
2.00
1.00
.00
45.00
.00

Calculated Factors:
Total Cost:
1,183,109 C-Bills
Battle Value:
462

LB5X
Weapons & Equipment:
1 LB 5-X AC
1 SRM 4
1 SRM 4
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Turret
Turret
Body

Calculated Factors:
Total Cost:
1,377,047 C-Bills
Battle Value:
370

Mass
8.00
2.00
108

The Clan Burrock Handbook

Laser
Weapons & Equipment:
1 Medium Pulse Laser
1 Streak SRM 6
1 Machine Gun
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Turret
Front
Body

Heat Ammo Items


4
1
0
15
2
0
100
2
0
4
5
9

Mass
2.00
4.00
.75
.00
44.95
.05

Calculated Factors:
Total Cost:
1,288,234 C-Bills
Battle Value:
370

Calculated Factors:
Total Cost:
1,097,016 C-Bills
Battle Value:
456

Rocket Launcher
Weapons & Equipment:
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 SRM 4
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Turret
Turret
Turret
Turret
Turret
Front
Body

Heat Ammo Items


0
1
0
1
0
1
0
1
0
1
0
1
0
25
2
0
0
8
6

Mass
1.50
1.50
1.50
1.50
1.50
1.50
2.00
.00
45.00
.00
109

The Clan Burrock Handbook


Type/Model:
Siafu Assault Hovercraft
Mass:
50 tons
Equipment:
Internal Structure: 25 pts Standard
Engine:
165 I.C.E.
Cruise MP:
8
Flank MP:
12
Heat Sinks:
0 Single
Cockpit & Controls:
Crew:
4 Members
Lift Equipment:
Turret Equipment
(Locked):
Armor Factor:
104 pts Standard

Items
0
0

Mass
5.00
12.00

0
0
0
0

.00
2.50
.00
5.00

1.50

6.50

Internal
Structure
5
5
5
5

Front:
Left / Right Sides:
Rear:
Turret:

Armor
Value
30
20/20
14
20

1 ECM Suite
1 SRM 2
CASE Equipment:
TOTALS:
Items & Tons Left:

Body
Front
Body

0
0

1
2
0
5
10

1.00
1.50
.00
50.00
.00

Heat Ammo Items


0
20
2
0
20
1
0
50
2
0
0
5
10

Mass
8.00
8.00
1.50
.00
50.00
.00

50

Calculated Factors:
Total Cost:
2,880,000 C-Bills
Battle Value:
580

LB5X
Weapons & Equipment:
1 LB 5-X AC
1 LB 5-X AC
1 SRM 2
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Turret
Front
Body

Calculated Factors:
Total Cost:
2,475,000 C-Bills
Battle Value:
540

Artillery
Weapons & Equipment: Loc
1 Arrow IV System
Turret

Heat Ammo Items


0
15
2

Mass
15.00
110

The Clan Burrock Handbook

LRM
Weapons & Equipment:
1 LRM 20
1 ECM Suite
1 SRM 2
1 LRM 20
1 Machine Gun
1 Machine Gun
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Body
Front
Turret
Front
Front
Body

Heat Ammo Items


0
12
2
0
1
0
50
2
0
12
1
0
100
2
0
1
0
0
9
6

Mass
7.00
1.00
1.50
7.00
.75
.25
.00
50.00
.00

Calculated Factors:
Total Cost:
3,256,250 C-Bills
Battle Value:
1,250

UAC
Weapons & Equipment:
1 ECM Suite
1 Ultra AC/20
1 Machine Gun
1 Machine Gun
1 Machine Gun
1 Machine Gun
CASE Equipment:

Loc
Body
Turret
Front
Front
Turret
Turret
Body

Heat Ammo Items


0
1
0
15
2
0
100
2
0
1
0
1
0
1
0

Mass
1.00
15.00
.75
.25
.25
.25
.00

TOTALS:
Items & Tons Left:

8
7

50.00
.00

Heat Ammo Items


0
20
2
0
20
1
0
50
2
0
0
5
10

Mass
8.00
8.00
1.50
.00
50.00
.00

Calculated Factors:
Total Cost:
2,988,750 C-Bills
Battle Value:
1,023

UAC5
Weapons & Equipment:
1 Ultra AC/5
1 Ultra AC/5
1 SRM 2
CASE Equipment:
TOTALS:
Items & Tons Left:

Loc
Turret
Turret
Front
Body

Calculated Factors:
Total Cost:
2,225,000 C-Bills
Battle Value:
665

Rocket Launcher
Weapons & Equipment:
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*

Loc
Turret
Turret
Turret
Turret

Heat Ammo Items


0
1
0
1
0
1
0
1

Mass
1.50
1.50
1.50
1.50
111

The Clan Burrock Handbook


1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 Rocket Launcher 20*
1 SRM 6
CASE Equipment:
TOTALS:
Items & Tons Left:

Turret
Turret
Turret
Turret
Turret
Turret
Front
Body

0
0
0
0
0
0
0
0

15

1
1
1
1
1
1
2
0
12
3

1.50
1.50
1.50
1.50
1.50
1.50
2.50
.00
50.00
.00

Calculated Factors:
Total Cost:
2,480,000 C-Bills
Battle Value:
676

112

The Clan Burrock Handbook


Class/Model/Name: Scarab Strike Fighter
Mass:
20 tons
Equipment:
Power Plant:
140 Turbine
Structural Integrity:
7
VSTOL Equipment:
Equipped
Safe Thrust:
7
Maximum Thrust:
11
Heat Sinks:
None
Fuel:
Cockpit & Avionics:
Armor Factor:
16 Standard

Mass
10.00
.00
1.00

.00
2.00
2.00
1.00

Recon
Weapons &
Equipment:
1 ECM Suite
1 Active Probe

Loc
Nose
Nose

SRV MRV LRV ERV Heat


---

---

---

---

0
0

Calculated
Factors:
Total Cost:
Battle Value:

Nose
LW
RW

-2
2

----

----

----

0
0
0

---

1.00
0.25
0.25
0.50

Body
0

.00
20.00
.00

SRV MRV LRV ERV Heat

Mass

697,693 C-Bills
202

LRM

Armor Value
(Standard
Scale)
7
3/3
3

Nose:
Left / Right Wings:
Aft:

1 TAG
1 Machine Gun
1 Machine Gun
Ammo (MG)
100
C.A.S.E. System
TOTALS:
Tons Left:

Mass
1.00
1.00

Weapons &
Equipment:
1 LRM 5
1 LRM 5
1 LRM 5
Ammo (LRM 5)
24
C.A.S.E. System
TOTALS:
Tons Left:

Loc
Nose
LW
RW

3
3
3

3
3
3

3
3
3

----

0
0
0

---

1.00
1.00
1.00
1.00

Body
0

.00
20.00
.00

113

The Clan Burrock Handbook


Calculated
Factors:
Total Cost:
Battle Value:

355,593 C-Bills
382

SRM
Weapons &
Equipment:
1 SRM 6
1 SRM 6
Ammo (SRM 6)
15
C.A.S.E. System
TOTALS:
Tons Left:
Calculated
Factors:
Total Cost:
Battle Value:

Loc
LW
RW

SRV MRV LRV ERV Heat


8
8

---

---

---

0
0

---

Mass
1.50
1.50
1.00

Body
0

.00
20.00
.00

Calculated
Factors:
Total Cost:
Battle Value:

425,993 C-Bills
299

Rocket Launcher
Weapons &
Equipment:
1 Machine Gun
1 Machine Gun
Ammo (MG)

Loc
Nose
Nose
---

SRV MRV LRV ERV Heat


2
2

---

---

100
1 Rocket
Launcher 10*
1 Rocket
Launcher 10*
1 Rocket
Launcher 10*
1 Rocket
Launcher 10*
1 Rocket
Launcher 10*
1 Rocket
Launcher 10*
C.A.S.E. System
TOTALS:
Tons Left:

---

0
0

LW

10

10

--

--

0.50

RW

10

10

--

--

0.50

LW

10

10

--

--

0.50

RW

10

10

--

--

0.50

LW

10

10

--

--

0.50

RW

10

10

--

--

0.50

.00
20.00
.00

Body

301,143 C-Bills
294

Mass
0.25
0.25
0.50
114

The Clan Burrock Handbook


Class/Model/Name: Praying Mantis Bomber
Mass:
45 tons
Equipment:
Power Plant:
225 Turbine
Structural Integrity:
5
VSTOL Equipment:
Equipped
Safe Thrust:
5
Maximum Thrust:
8
Heat Sinks:
None
Fuel:
Cockpit & Avionics:
Armor Factor:
45 Standard

Mass
20.00
.00
2.50

.00
2.00
4.50
3.00

Armor Value
(Standard
Scale)
20
10 / 10
5

Nose:
Left / Right Wings:
Aft:

Loc
Nose

SRV MRV LRV ERV Heat


30

30

Calculated
Factors:
Total Cost:
Battle Value:

--

--

1.00
0

.00
45.00
.00

SRV MRV LRV ERV Heat

Mass

1,010,748 C-Bills
685

Gauss
Weapons &
Equipment:
1 Gauss Rifle
Ammo (Gauss) 8
C.A.S.E. System
TOTALS:
Tons Left:
Calculated
Factors:
Total Cost:
Battle Value:

UAC
Weapons &
Equipment:
1 Ultra AC/20

Ammo (Ult
--AC/20) 5
C.A.S.E. System Body
TOTALS:
Tons Left:

Loc
Nose
--Body

15

15

15

--

12.00
1.00
.00
45.00
.00

790,248 C-Bills
660

Mass
12.00
115

The Clan Burrock Handbook

Rocket Launcher
Weapons &
Equipment:
1 Machine Gun
Ammo (MG)
100
1 Machine Gun
1 Rocket
Launcher 20*
1 Rocket
Launcher 20*
1 Rocket
Launcher 20*
1 Rocket
Launcher 20*
1 Rocket
Launcher 20*
1 Rocket
Launcher 20*
1 Rocket
Launcher 20*
1 Rocket
Launcher 20*
C.A.S.E. System
TOTALS:
Tons Left:

Loc
Nose

SRV MRV LRV ERV Heat


2

--

--

--

---

Mass
0.25

Calculated
Factors:
Total Cost:
Battle Value:

852,110 C-Bills
459

0.50

Nose

--

--

--

0.25

LW

20

20

--

--

1.50

RW

20

20

--

--

1.50

LW

20

20

--

--

1.50

RW

20

20

--

--

1.50

LW

20

20

--

--

1.50

RW

20

20

--

--

1.50

LW

20

20

--

--

1.50

RW

20

20

--

--

1.50

.00
45.00
.00

Body

116

The Clan Burrock Handbook


Configuration:
Equipment:
Chassis Type:
Motive System:
Armor Type:
Manipulators:
Left Arm:
Right Arm:

Cicada Exo Suit (Base)


Slots Mass, kg
PA(L) Class Humanoid
with HarJel
Ground Movement (3 MP)
2 Points Standard

Fixed Weapons &


Equipment:
Modular Weapon Mount
Detachable Missile Pack
SRM 2 (OS)
Anti-Personnel Weapon Mount
TOTALS:
Slots & Mass Available for
Configurations:

Configuration:
Config Weapons and
Equipment:
Machine Gun

130

0
0

50
50

Armored Glove
Armored Glove

Loc

0
0

1
0
2
1
4

Mass,
kg
10
10
40
5
295

105

Shots Slots

RA
Body
Body
LA

0
0

MG
Loc
RA/MW
M

Shots Slots
50

Mass,
kg
100

LA/APW
M

Sub-Machine Gun

50

TOTALS:
Slots & Mass Left:
Calculated
Factors:
Total Cost:
Battle Value:
Mechanized:
Attacks:

Sub-Machine Gun
TOTALS:
Slots & Mass Left:
Calculated
Factors:
Total Cost:
Battle Value:

5
1

395
5

360,085 C-Bills, Including Trooper Training


Costs of 200,000 C-bills
17 (85 for 5)
Can travel on OmniMechs and OmniVehicles
Can perform Swarm and Leg attacks

Configuration:
Config Weapons and
Equipment:
Grenade Launcher

Grenade
Loc
RA/MW
M
LA/APW
M

Shots Slots

Mass,
kg

20

100

50

5
1

395
5

357,485 C-Bills, Including Trooper Training


Costs of 200,000 C-bills
12 (60 for 5)
117

The Clan Burrock Handbook


Mechanized:
Attacks:

Can travel on OmniMechs and OmniVehicles


Can perform Swarm and Leg attacks
Armor Value (M/B/E/X): 5/5/6/5, Coverage:
CBT:RPG Data:
Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 0, Target Size Modifier: 0
Movement Modifiers: Walking: +3, Running: +6,
Sprinting: +9
Attribute Modifiers: STR: +1, DEX: 0, RFL:
0
Equipment Rating: F/D/E

Type/Model:
Equipment:
Chassis Type:
Motive System:
Armor Type:
Manipulators:
Left Arm:
Right Arm:

Cicada Exo Suit VTOL


Slots Mass, kg
PA(L) Class Humanoid
with HarJel
Ground Movement (1 MP)
VTOL Equipment (7 MP)
1 Points Standard
Armored Glove
Armored Glove

Weapons and Equipment:

Loc

Detachable Missile Pack

Body

130

0
0
0

0
210
25

0
0

0
0

Shots Slots
0

SRM 1 (OS)
Body
Anti-Personnel Weapon Mount RA
(Anti-Personnel Weapon
RA
Space)
TOTALS:
Slots & Mass Left:

2
1

20
5

3
3

400
0

Calculated
Factors:
669,500 C-Bills, Including Trooper Training
Costs of 200,000 C-bills
Battle Value:
7 (35 for 5)
Mechanized:
Can travel on OmniMechs and OmniVehicles
Attacks:
Can perform Swarm and Leg attacks
Armor Value (M/B/E/X): 4/4/5/4, Coverage:
CBT:RPG Data:
Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 0, Target Size Modifier: -1
Movement Modifiers: Walking: -1, Running: -2,
Sprinting: -3
VTOL: 350 m/turn
Attribute Modifiers: STR: +1, DEX: 0, RFL:
0
Equipment Rating: F/D/E
Total Cost:

Mass,
kg
10
118

The Clan Burrock Handbook


Type/Model:
Equipment:
Chassis Type:
Motive System:
Armor Type:
Manipulators:
Left Arm:
Right Arm:

Cicada Exo Suit Zero-G

Slots & Mass Left:

Slots Mass, kg
PA(L) Class Humanoid
with HarJel
Ground Movement (3 MP)
Jump Jets (3 MP)
1 Points Standard
Armored Glove
Armored Glove

130

0
0
0

50
75
25

0
0

0
0

Weapons and Equipment:

Loc

Space Ops Adaptation


Cutting Torch
Anti-Personnel Weapon Mount
(Anti-Personnel Weapon
Space)
Anti-Personnel Weapon Mount
(Anti-Personnel Weapon
Space)
Mission Equipment (0kg Capy)
Anti-Personnel Weapon Mount
Sonic Stunner
TOTALS:

Body
RA
RA

1
1
1

Mass,
kg
100
5
5

RA

LA

LA

LA
Body
Body

1
1
0
6

0
5
0
400

Shots Slots

Calculated
Factors:
544,200 C-Bills, Including Trooper Training
Costs of 200,000 C-bills
Battle Value:
4 (20 for 5)
Mechanized:
Can travel on OmniMechs and OmniVehicles
Attacks:
Can perform Swarm and Leg attacks
Armor Value (M/B/E/X): 4/4/5/4, Coverage:
CBT:RPG Data:
Full
IR: 0, ECM: 0, Camo: 0
Melee AP: 0, Target Size Modifier: -1
Movement Modifiers: Walking: +3, Running: +6,
Sprinting: +9
Jump: 90 m/turn
Attribute Modifiers: STR: +1, DEX: 0, RFL:
0
Equipment Rating: F/D/E
Total Cost:

119

The Clan Burrock Handbook


Walking Dead Infantry Configurations
Name:

Wraith

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:
Name:

Scythe

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:
Name:

Stalker

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:

Type:

Motor

Sneak Suit (3 System)


15 Gauss SMG
10 Rocket Launcher (LAW)
25
9 (.36 per trooper)
2
2 Motorized
Type:

Jump

Sneak Suit (3 System)


12 Gauss SMG
8 Rocket Launcher (LAW)
20
7 (.35 per trooper)
2
2 Jump
Type:

Foot/Motor

Sneak Suit (3 System)


15 Gauss SMG
10 Sniper Rifles
25
9 (.36 per trooper)
2
1 Foot/3 Motorized

Name:

Banshee

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:
Name:

Shrieker

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:
Name:

Death Blade
Armor:

Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:

Type:

Foot/Motor

Sneak Suit (3 System)


20 Gauss SMG
5 Flamer
25
11 (.44 per trooper)
1
1 Foot/3 Motorized
Type: Jump
Sneak Suit (3 System)
16 Gauss SMG
4 Flamer (Man-Portable)
20
9 (.45 per trooper)
1
3 Jump
Type: Microlite VTOL
Sneak Suit (3 System)
or Marine Environment Suit
4 Gauss SMG
4 Vibrosword
8
3 (.375 per trooper)
0
6 VTOL

120

The Clan Burrock Handbook


Underground Special Formations
Name:

Death Stalker

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:
Name:

Name:

Death Scythe

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:

Microlite VTOL

Sneak Suit (3 System)


4 Gauss SMG
4 Sniper Rifle
8
3 (.375 per trooper)
2
6 VTOL

Death Banshee

Armor:
Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:

Type:

Type: Micro-Copter VTOL

Sneak Suit (3 System)


12 Gauss SMG
4 Flamer (Man-Portable)
16
7 (.4375 per trooper)
1
4 VTOL
Type: Micro-Copter VTOL
Sneak Suit (3 System)
12 Gauss SMG
4 Rocket Launcher (LAW)
16
6 (.375 per trooper)
1
4 VTOL

Name:

Paramedic Team
Armor:

Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:
Name:

Primary Weapons:
Secondary Weapons:
Number of Troops:
Damage:
Base Range:
Movement:

Foot/Motor/Jump

None
or Marine Environment Suit
12 Auto Rifles
8 Paramedics
20
6 (.3 per trooper)
1
1 Foot/3 Motorized/3 Jump

Salvage Team
Armor:

Type:

Type:Foot/Motor/Jump
None
or Marine Environment Suit
10 Auto Rifles
None
10 Combat Engineers
5 (.5 per trooper)
1
1 Foot/3 Motorized/3 Jump

Burrock LAW Infantry


Foot:

25 Infantry, 20 Auto Rifles + 5 LAW's, .48


per trooper, base range 1, movement 1

Motor: 25 Infantry, 15 Auto Rifles + 10 LAW's, .42


per trooper, base range 2, movement 2
Jump:

20 Infantry, 15 Auto Rifles + 5 LAW's, .45


per trooper, base range 1, movement 3

121

The Clan Burrock Handbook


Nightcrawler Series 1

Nightcrawler Series 2

Weight: 6 Tons
Movement: 6/9/6

Weight: 6 Tons
Movement: 7/11/5

Armor:

Armor:

H: 2
T: 10
RA: 3
LA: 3
L: 5

H: 2
T: 10
RA: 2
LA: 2
L: 5

Weapons (Hunter):
1 Small Laser (RA)
1 SRM-2 (T) + 5 Ammo
1 SRM-1 (T) + 5 Ammo
Cost: 865,200
BV: 200

Weapons (Defiler)
1 ER Medium Laser (T)
Cost: 784,215
BV: 283
H: 2, T: 8, A: 1, L: 5

Weapons (Seeker):
1 Machine Gun (RA) + 20 Ammo
1 LRM-3 (T) + 8 Ammo
1 LRM-2 (T) + 5 Ammo
Cost: 732,434
BV: 239
Weapons (Destroyer):
1 ER Small Laser (RA)
1 Machine Gun (T) + 15 Ammo
1 Machine Gun (T) + 15 Ammo
Cost: 735,899
BV: 192

Weapons (Protector):
1 Machine Gun (RA) + 20 Ammo
1 ECM Suite (T)
Cost: 934,205
BV: 217
Weapons (Sentry):
1 Machine Gun (RA) + 20 Ammo
1 Active Probe (T)
Cost: 934,205
BV: 144
Weapons (Scout):
1 Machine Gun (RA) + 20 Ammo
1 TAG (T)
Cost: 775,205
BV: 126

Weapons (Warrior): *Drops 1 point of armor in each arm


1 Micro Pulse Laser (RA)
2 Rocket Launcher 10 (T)
Cost: 772,979
BV: 198

122

The Clan Burrock Handbook


Betrayed BattleMech Configurations

Engine:
160
XL Engine
Walking MP: 8
Running MP: 12
Jumping MP: 0
10 (20) - Double Heat Sink (6 in
Heat Sinks:
engine)
Heat Sink Locations: 2 LT, 2 RT
Gyro:
Standard
Cockpit:
Standard
Actuators: L: SH+UA R: SH+UA
Armor:
64 points - Standard Armor

Locust LCT-1Vrl
Chassis:
Power Plant:
Cruising Speed:
Maximum Speed:
Jump Jets:
Jump Capacity:
Armor:
Armament:
1 (IS) Medium Laser
2 Rocket Launcher 20
2 Rocket Launcher 15
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:

Technology
Base:

Unknown
Unknown
Unknown
Unknown

Mixed

Chassis Config: Biped


BV2:

Unknown Standard
Unknown 160 Fusion XL Engine
86.4 km/h
129.6 km/h
None
0 meters
Unknown Standard Armor

575

Equipment
Internal Structure: Standard

20.00 tons
Cost:

2,519,200 CBills

Tech Rating/Era
Availability:

E/X-F-X

Mass
2.00

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Weapons and Ammo


(IS) Medium Laser
Rocket Launcher 20
Rocket Launcher 20
Rocket Launcher 15
Rocket Launcher 15

Internal
Structure
3
6
5
3
4

Location Heat Criticals


CT
3
1
RA
5
3
LA
5
3
RL
4
2
LL
4
2

3.00

0.00
2.00
3.00
4.00
Armor
Factor
8
10
2
8
2
5
7

Tonnage
1.00
1.50
1.50
1.00
1.00
123

The Clan Burrock Handbook


Ostroc OSR-2Crl
Chassis:
Power Plant:
Cruising Speed:
Maximum Speed:
Jump Jets:
Jump Capacity:
Armor:
Armament:
2 (IS) ER Large Lasers
3 (IS) Medium Lasers
2 Rocket Launcher 20
2 Rocket Launcher 15
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
Technology Base: Mixed
Chassis Config:
Biped
BV2:
1,435

12 (24) - Double Heat Sink (12 in


engine)
Gyro:
Standard
Cockpit:
Standard
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor:
144 points - Standard Armor
Heat Sinks:

Ost-II Standard
Vlar 300 Fusion Engine
54.0 km/h
86.4 km/h
None
0 meters
Riese 475 Standard Armor

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Ostmann Industries
Terra (destroyed 2777)
Ostmann-L
Ferdinand-a

60.00 tons
Cost: 5,624,960 C-Bills
Tech Rating/Era Availability:
E/X-F-X

Equipment
Internal Structure: Standard
Engine:
300
Fusion Engine
Walking MP: 5
Running MP: 8
Jumping MP: 0

Mass
6.00
19.00

Weapons and Ammo


(R) (IS) Medium Laser
Rocket Launcher 20
(IS) ER Large Laser
(IS) Medium Laser
Rocket Launcher 20
(IS) ER Large Laser
(IS) Medium Laser
Rocket Launcher 15
Rocket Launcher 15

Internal
Structure
3
20
14
10
14

Location Heat Criticals


CT
3
1
RT
5
3
RT
12
2
RT
3
1
LT
5
3
LT
12
2
LT
3
1
RL
4
2
LL
4
2

2.00
3.00
3.00
9.00
Armor
Factor
9
22
5
22
5
10
17

Tonnage
1.00
1.50
5.00
1.00
1.50
5.00
1.00
1.00
1.00

124

The Clan Burrock Handbook


Ostsol OTL-4Drl
Chassis:
Power Plant:
Cruising Speed:
Maximum Speed:
Jump Jets:
Jump Capacity:
Armor:
Armament:
2 (IS) PPCs
2 Rocket Launcher 20
2 Rocket Launcher 15
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
Technology
Base:

Walking MP: 5
Running MP: 8
Jumping MP: 0
11 (22) - Double Heat Sink (11 in
Heat Sinks:
engine)
Gyro:
Standard
Cockpit:
Standard
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor:
144 points - Standard Armor

Ost-II Standard
Vlar 300 Fusion Engine
54.0 km/h
86.4 km/h
None
0 meters
Riese 475 Standard Armor

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Ostmann Industries
Terra (destroyed 2777)
Ostmann-L
Ferdinand-a

Mixed

Internal
Structure
3
20
14
10
14

1.00
3.00
3.00
9.00
Armor
Factor
9
22
5
22
5
10
17

60.00 tons

Chassis Config:

Biped

Cost:

BV2:

1,393

Tech Rating/Era Availability:

Equipment
Internal Structure: Standard
Engine:
300
Fusion Engine

5,423,360 CBills
E/X-E-X

Mass
6.00
19.00

Weapons and Ammo


Rocket Launcher 20 PP
(IS) PPC
Rocket Launcher 20 PP
(IS) PPC
Rocket Launcher 15 PP
Rocket Launcher 15 PP

Location Heat Criticals


RT
5
3
RT
10
3
LT
5
3
LT
10
3
RL
4
2
LL
4
2

Tonnage
1.50
7.00
1.50
7.00
1.00
1.00

125

The Clan Burrock Handbook


Warhammer WHM-6Rrl
Chassis:
StarCorps 100 Standard
Power Plant:
VOX 280 Fusion Engine
Cruising Speed:
43.2 km/h
Maximum Speed:
64.8 km/h
Jump Jets:
None
Jump Capacity:
0 meters
Armor:
Leviathon Plus Ferro-Fibrous
Armament:
2 (IS) PPCs
1 (IS) SRM-6
2 (IS) Medium Lasers
4 Rocket Launcher 20
2 Rocket Launcher 15
2 (IS) Small Lasers
2 (IS) Machine Guns
StarCorps Industries, Olivetti Weaponry,
Manufacturer:
Vandenberg Mechanized Industries, Taurus
Territorial Industries
Emris IV (StarCorps), Sudeten (Olivetti), Pinard
Primary Factory:
(VMI), Taurus (TTI)
Communications
O/P 3000 COMSET
System:
Targeting and Tracking
O/P 1500 ARB
System:
Technology Base: Mixed
Chassis Config:
Biped
BV2:
1,462

Equipment
Internal
Standard
Structure:
Engine:
280
Fusion Engine
Walking MP: 4
Running MP: 6
Jumping MP: 0
10 (20) - Double Heat Sink (10 in
Heat Sinks:
engine)
Gyro:
Standard
Cockpit:
Standard
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor:
188 points - Ferro-Fibrous
Armor Locations: 3 LT, 1 RT, 5 LA, 5 RA

Head:
Center Torso:
Center Torso (rear):
R/L Torso:
R/L Torso (rear):
R/L Arm:
R/L Leg:

Internal
Structure
3
22
15
11
15

Mass
7.00
16.00

0.00
3.00
3.00
10.50

Armor
Factor
9
30
9
21
7
22
20

70.00 tons
Cost: 6,693,183 C-Bills
Tech Rating/Era Availability:
E/X-F-X

126

The Clan Burrock Handbook


Weapons and Ammo
(IS) Medium Laser
(IS) Small Laser
(IS) Machine Gun
(IS) SRM-6
2 Rocket Launcher 20
(IS) Medium Laser
(IS) Small Laser
(IS) Machine Gun
2 Rocket Launcher 20
(IS) PPC
(IS) PPC
Rocket Launcher 15
Rocket Launcher 15
@MG (1/2) (100)
@SRM-6 (15)

Location Heat Criticals


RT
3
1
RT
1
1
RT
0
1
RT
4
2
RT
10
6
LT
3
1
LT
1
1
LT
0
1
LT
10
6
RA
10
3
LA
10
3
RL
4
2
LL
4
2
CT
-1
CT
-1

Tonnage
1.00
0.50
0.50
3.00
3.00
1.00
0.50
0.50
3.00
7.00
7.00
1.00
1.00
0.50
1.00

Betrayed Vehicle Configurations


Pentagon Power Refits See Operation:
Klondike (p157-158) for more details, use ONLY
the list below:
Flatbed Truck (LRM & RL)
Rotunda (LRM, RL & SRM)
Gallion (RL)
Kanga (AC)
Thor (AC)
Marksman (AC)
Custom APC Configurations
Heavy APC (Wheeled, Hover and Tracked)
Base: SRM Variant
1 IS Machine Gun + 100 Ammo
2 Rocket Launcher 15's
1 (3 ton) Infantry Transport Bay

127

The Clan Burrock Handbook


Random Assignment Tables
The Vengeful
2d6
2
3
4
5
6
7
8
9
10
11
12

*ProtoMechs (NEW)
2d6
Battle Armor
Nightcrawler Warrior
2
Cicada Zero G
Nightcrawler Scout
3
Cicada VTOL
Nightcrawler Sentry
4
Cicada VTOL
Nightcrawler Destroyer
5
Cicada MG
Nightcrawler Seeker
6
Cicada MG
Nightcrawler Hunter
7
Cicada MG
Nightcrawler Hunter
8
Cicada Grenade
Nightcrawler Seeker
9
Cicada Grenade
Nightcrawler Defiler
10
Cicada VTOL
Nightcrawler Protector
11
Cicada VTOL
Nightcrawler Warrior
12
Cicada Zero G
|
2d6 -------- 2-6 -- 7-9 ----------------------- 10 -12
|
|
2d6
Light/Medium
2d6
Heavy/Assault
2
Dark Wraith C
2
Deathshrieker Prime
3
Dark Wraith Prime
3
Dark Assassin B
4
Dark Wraith Prime
4
Dark Assassin Prime
5
Gunner C
5
Dark Avenger D
6
Runner C
6
Dark Avenger C
7
Runner Prime
7
Dark Avenger Prime
8
Runner D
8
Dark Avenger A
9
Gunner Prime
9
Dark Avenger B
10
Gunner B
10
Dark Assassin A
11
Dark Wraith A
11
Dark Assassin B
12
Dark Wraith B
12
Deathshrieker A
2d6
2
3
4
5
6
7
8
9
10
11
12

OmniVehicles
Darkling UAC5
Carrion Recon
Carrion RL
Siafu LB5X
Siafu RL
Mosquito RL
Mosquito SRM
Spreadwing RL
Spreadwing Scout
Darkling RL
Darkling LB5X

2d6
2
3
4
5
6
7
8
9
10
11
12

C. OmniFighters
Praying Mantis Gauss
Praying Mantis Gauss
Praying Mantis AC
Scarab Recon
Scarab RL
Scarab SRM
Scarab SRM
Scarab LRM
Praying Mantis AC
Praying Mantis RL
Praying Mantis RL

Random Assignment Tables


The Betrayed
2d6
2
3
4
5
6
7
8
9
10
11
12

Infantry
Mechanized
Mechanized
Motorized
Motorized
Foot
Foot
Foot
Jump
Jump
Jump
Mechanized

2d6
2
3
4
5
6
7
8
9
10
11
12

Light
OST-7J Ostscout
HER-1S Hermes
MCY-99 Mercury
HSR-200-D Hussar
LCT-1V Locust
LCT-1V Locust
WSP-1W Wasp
STG-3G Stinger
MCY-99 Mercury
HER-1S Hermes
OST-7J Ostscout

2d6
2
3
4
5
6
7
8
9
10
11
12

2d6 -------- 2-8 ----------------------|


2d6
Heavy
2d6
2
MAD-3R Marauder
2
3
ARC-2R Archer
3
4
ARC-2R Archer
4
5
WHM-6R Warhammer
5
6
WHM-6R Warhammer
6
7
OSR-2C Ostroc
7
8
OTL-4D Ostsol
8
9
RFL-1N Rifleman
9
10
MAD-3R Marauder
10
11
TDR-5S Thunderbolt
11
12
TDR-5S Thunderbolt
12
2d6
2
3
4
5
6
7
8
9
10
11
12

Assault
KCG-000 King Crab
THG-11 Thug
THG-11 Thug
CRK-5003-1 Crockett
BLR-1G BattleMaster
BLR-1G BattleMaster
BLR-1G BattleMaster
GOL-1H Goliath
HCN-732 Highlander
KCG-000 King Crab
KCG-000 King Crab

2d6
2
3
4
5
6
7
8
9
10
11
12

Vehicles
Rhino
Zephyr
Ripper
Lightning
Gabriel
Kanga
Magi
Nightshade
Beagle
Cyrano
Puma

Medium
SCP-1N Scorpion
WVE-5N Wyvern
KTO-19 Kintaro
WVR-6R Wolverine
SHD-2H Shadow Hawk
PHX-1 Phoenix Hawk
PHX-1 Phoenix Hawk
GRF-1 Griffin
CRB-27 Crab
STN-3L Sentinel
SCP-1N Scorpion

9 -12
|
Heavy
BL-6-KNT Black Knight
BMB-12D Bombardier
HP-1N Champion
CHP-1N Champion
LNC25-01 Lancelot
LNC25-01 Lancelot
FLS-8K Flashman
GLT-3N Guillotine
GLT-3N Guillotine
BMB-12D Bombardier
EXT-4D Exterminator
2d6
2
3
4
5
6
7
8
9
10
11
12

Fighters
Hammerhead
Ironsides
Swift
Trident
Tomahawk
Zero
Spad
Rogue
Gotha
Hellcat II
Rapier

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The Clan Burrock Handbook

All hail the glory of Clan Burrock!


We are the true followers of Kerensky!

- FIN -

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The Clan Burrock Handbook

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