Weapon Systems:
Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
2
Targeting Computer= <100> (head) +5 strike with all weapons
Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses
Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged
and shutdown
Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to
strike mech with missiles
SRM 4= <100> (lt)
Mega Damage: 2D4 MD /missile
Range: 3 miles 10ftr of impact site
Rate of Fire: volleys of 4 per melee
Payload: 48 missile volleys
Large Lasers =<75> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Large Lasers =<75> (rt)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (head)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (rhead)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Overview:
In response to orders from General Aleksandr Kerensky for the production of a new medium 'Mech, Blue Shot
Weaponry was awarded a contract in 2765 to build the Starslayer for the SLDF. However, the numerous delays that
plagued Blue Shot throughout the 'Mech's production run prevented it from being built in great numbers. By the time
the bugs had been worked out, the SLDF was embroiled in the Amaris Civil War, and more Starslayer ended up in
storage than on the front lines. These hidden Starslayers later became a boon to House and mercenary units that
stumbled on them. Recent versions of the Starslayer replace the standard chassis with endo steel, making the 'Mech
both lighter and sturdier.
Capabilities:
Built to be rugged and dependable, the Starslayer was intended for garrison, mop-up and recon duties. The
designers at Blue Shot used well-established technologies in an effort to make the Starslayer easy to maintain and to
allow the 'Mech to remain in the field for long periods. A Magna 250 engine makes the Starslayer as fast as most of the
3
SLDF's medium 'Mechs, and jump jets give the Starslayer greater mobility. Ferro-fibrous armor provides the Starslayer
with maximum protection at a reduced weight which, when coupled with an endo steel frame, allows the 'Mech to carry
heavy weapons. Two large lasers give the Starslayer its heavy firepwoer, backed up by two medium lasers and a small
laser. To discourage enemy 'Mechs from attacking the rear of the Starslayer, the small laser fires in the 'Mech's rear arc.
An SRM-4 missle pack enables the Starslayer to engage in close fighting , and CASE protects the pilot from ammo
explosions.
Deployment:
Blue Shot has already completed three pruduction runs of teh new Starslayer 3C, and most of these 'Mechs have
been deployed with various militia units in the Lyran Alliance. some have also been sold to the Magistracy of Canopus
and several mercenary units stationed in Lyran space.
Weapon Systems:
Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
4
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Targeting Computer= <100> (head) +5 strike with all weapons
Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged
and shutdown
Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to
strike mech with missiles
ER PPC=<200> (ra)
Mega Damage: 15d10x10 +60
Range: 40000ft
Rate of Fire: standard
Payload : unlimited
Large Lasers =<75> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Large Lasers =<75> (rt)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rhead)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (head)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Overview:
In response to orders from General Aleksandr Kerensky for the production of a new medium 'Mech, Blue Shot
Weaponry was awarded a contract in 2765 to build the Starslayer for the SLDF. However, the numerous delays that
plagued Blue Shot throughout the 'Mech's production run prevented it from being built in great numbers. By the time
the bugs had been worked out, the SLDF was embroiled in the Amaris Civil War, and more Starslayers ended up in
storage than on the front lines. These hidden Starslayers later became a boon to House and mercenary units that
stumbled on them. Recent versions of the Starslayer replace the standard chassis with endo steel, making the 'Mech
both lighter and sturdier.
Capabilities:
Built to be rugged and dependable, the Starslayer was intended for garrison, mop-up, and recon duties. The
5
designers at Blue Shot used well-established technologies in an effort to make the Starslayer easy to maintain and to
allow the 'Mech to remain in the field for long periods.A Magna 250 engine makes the Starslayer as fast as most of the
SLDF's medium 'Mechs, and jump jets give the Starslayer greater mobility. Ferro-fibrous armor provides the Starslayer
with maximum protechtion at a reduced weight which, when coupled with an endo steel frame, allows the 'Mech to
carry heavier weapons. Two large lasers give the Starslayer its heavy firepower, backed up by two medium lasers and a
small laser. To discourage enemy 'Mechs from attacking the rear of the Starslayer, the small laser fires in the 'Mech's
rear arc. An SRM-4 missle pack enables the Starslayer to engage in close fighting, and CASE protects the pilot from
ammo explosions. Blue Shot Weapons offers a variant of the Starslayer known as the 3D model. The 3D drops the
torso-mounted large laser, the SRM-4 with its ammo, and CASE in favor of an extended-range PPc. The 3D also adds
an extra double heat sink and replaces the rear-firing small laser with a medium laser.
Deployment:
Blue Shot has already completed three production runs of the new Starslayer 3C, and most of these 'Mechs have
been deployed with various militia units in the Lyran Alliance. Some have also been sold to the Magistracy of Canopus
and several mercenary units stationed in Lyran space.
Weapon Systems:
Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
6
Artemis IV FCS=<100> (rct)+ 10 to strike with all missile weapons when linked to a narc missile never misses
Targeting Computer= <100> (head) +5 strike with all weapons
ER Medium Pulse Lasers=<200>( la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER LRM 20=<150> (lt)
Mega Damage: 5D6 MD/missile
Range: 1600 miles 40ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 720 missile volleys
ER LRM 20=<150> (rt)
Mega Damage: 5D6 MD/missile
Range: 1600 miles 40ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 720 missile volleys
Anti - Missile System=<50> (head)
Mega Damage: 1D4 MD
Range: 6000 feet
Rate: standard
Payload:24
Hand To Hand: as per Robot combat
7
(1) Knock Out Anti - Missile System +2t ammo- 200
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Speed:
Running: 97.2 kph maximum; cruising is 64.8 kph
Leaping: 180 meters
Height: 28 feet
Width: 6 feet
Lenght: 5 feet
Power Plant: Hermes 210 fusion engine
Physical Strength: equal to a PS of 60
Cost: 75 million credits for a new, fully armed `mech
Weapon Systems:
Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Anti - Missile System=<50> (head)
Mega Damage: 1D4 MD
Range: 6000 feet
Rate: standard
Payload:48
ER Flamer=<50> (la)
Mega Damage: 4d4x10 md 10act fire damage
Range: 600ft
Rate of Fire: standard
Payload: unlimited
ER Flamer=<50> (ra)
Mega Damage: 4d4x10 md 10act fire damage
Range: 600ft
Rate of Fire: standard
Payload: unlimited
ER Flamer=<50> (ct)
Mega Damage: 4d4x10 md 10act fire damage
Range: 600ft
Rate of Fire: standard
Payload: unlimited
ER Flamer=<50> (rct)
Mega Damage: 4d4x10 md 10act fire damage
Range: 600ft
Rate of Fire: standard
Payload: unlimited
Machine Gun=<120> (lt)
8
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<120> (rt)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Hand To Hand: as per Robot combat
Overview:
The Firestarter was conceived primarily as an indirect assault unit. Constructed by Argile Technologies of Skye
from 2550 to the beginning of the Civil War in early 2776, it was successfully marketed as a highly mobile incendiary
'Mech. Nearly 3,000 Firestarter's saw active service. Most 'Mech regiments contained a number of FS9s, and spare
parts were usually stocked at all repair depots. Though many Firestarters have been gutted beyond repair, those that
survive are usually in good condition. Because the FS9-H was a popular 'Mech, a good supply of spare parts is still
available.
Capabilities:
The Firestarter was rarely attached to a lance, instead usually assigned to a company or regiment. The commander
would deploy the 'Mech to support an attack group or to scout wooded terrain.
Though a real threat to light 'Mechs, a Firestarter can do little against the formidable armor and weaponry of medium
and heavy opponents. It was the ability to set fires that made the FS9 so valuable. Skillfully placed blazes could rout
enemy forces, break lines, and corner 'Mechs. A whole series of tactics was developed around creating and spreading
wildfires. Firestarter pilots are particularly fond of setting dense woods afire while enemy 'Mechs are advancing
through them and of igniting buildings that are sheltering enemy units. If an engagement is lost, a Firestarter could
create fire and smoke to cover a retreat and to hamper pursuit.
The Firestarter also works well as a scout. Its speed and armor give it good protection in the field. Not only could it
map terrain as it traveled, but it could also clear away wooded areas that the enemy might use as defensive positions or
for an ambush.
The Firestarter also carried out scorched-earth missions in the early days of the Succession Wars. In recent decades, as
armies attempt to capture and hold targets intact, scorched earth has become an extremely rare policy. It is only used
when even long-term victory is impossible or when the target is too valuable to fall into enemy hands.
Deployment:
Because Firestarters were common in all 'Mech forces before the Succession Wars, none of the five Successor States
has a shortage of these 'Mechs. However, more and more Firestarters are being assigned to lances to replace light and
medium 'Mechs lost in action.
In the earliest days of the First Succession War, the Second Lyran Guard was assigned to garrison the planet of Port
Moseby. In addition to the regular units of her regiment, Colonel Alexandra Waters was also assigned three Firestarters.
Port Moseby was a vitally important trade center, and Waters was ordered to hold it at all costs.
In August 2786, House Kurita attacked. Elements of McGavin's and Johiro's Regiments landed near the capital city,
despite the best efforts of Walker's aerospace fighter wing. To escape the constant fighter attacks, the invaders advanced
on the capital through heavily wooded country. Seeing her chance, Colonel Waters sent her Firestarters into action.
An intense drought had left the forests tinder-dry, and the Firestarters quickly ringed the Kurita forces in flames. While
the enemy 'Mechs struggled through the burning forest, moving slowly to avoid overheating, Waters brought her forces
to the edge of the fire, engaging the enemy as it stumbled from the inferno. After only a few hours of combat, the
Kurita forces were forced to retreat offworld. While the Second Lyran Guard had suffered only light damage, fewer
than half of the attackers escaped.
9
This was the first major battle in which incendiary 'Mechs were used. Their limited usefulness was emphasized when
Kurita forces again assaulted Port Moseby later that year. Because the forests had been completely destroyed in the first
battle, Colonel Waters could not repeat her fire-starting tactics. The superior Kurita forces obliterated the Second Lyran
Guard.
The first battle for Moseby enhanced the prestige of the Firestarter, and commanders began experimenting with various
methods of deploying the FS9. One popular idea concerned grouping the Firestarters into igniter lances, which allowed
better coordination of incendiary activities. While this concept worked well during major assault operations, the
members of these lances were usually reassigned once the campaign was over.
Firestarters were often piloted by officers in cornmand of Wasp or Stinger units. These fast, light raiding groups usually
attacked lightly defended targets or worked as deep penetration scouts.
10
11
Range: 4000ft
Rate of Fire: standard
Payload: 400
AC/5=<200> (ra)
Mega Damage: 5d6x10 10d6x10ds
Range: 4000ft
Rate of Fire: standard
Payload: 400
ER Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200>(ct)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200>(rt)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (head)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (rct)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Hand To Hand: as per Robot combat
Overview:
The first Riflemen were built for Star League by Kallon Industries in 2505. Designed as a medium fire-support
vehicle, this early model was lighter and less heavily armored than the current version, and mounted Kallon Class C
laser cannon. Chronic overheating forced the addition of more heat sinks and the replacement of the old lasers with
more efficient Magna IIs and IIIs.
The current incarnation of the Rifleman, the RFL-3N, was first built in 2770, during the collapse of Star League.
Arm-mounted Kallon Imperator-A autocannon replaced the Mark II lasers, producing the familiar configuration of two
medium and two heavy lasers and two medium autocannon. Although designed to be primarily a fire-support 'Mech,
the Rifleman can hold its own in close combat against lighter 'Mechs.
Capabilities:
The Imperator-A autocannon is an excellent long range weapon system, combining striking power with good
12
range and low heat buildup. Although earlier Rifleman models were plagued by ammunition feed problems, the
autocannon system is now at the heart of the 'Mech's success on the battlefield.
Though outclassed by better-armed vehicles such as the Warhammer and the Hunchback the versatile and reliable
Rifleman can nevertheless perform as an effective component in more complex battle plans.
Lack of ammunition is the one major flaw in the Rifleman's autocannon system. As each 'Mech can carry only 20
rounds, or ten for each cannon, it becomes a problem in longer campaigns, for example, where supply lines are fragile.
The Rifleman's four lasers provide some compensation, however, as well as providing the 'Mech with close-combat
capability.
The Rifleman's secondary role is that of anti-aircraft platform, as its Garret D2j tracking system provides excellent
acquisition of swift-moving aerial targets.
Although the Rifleman is admirably sufted to its fire support role, its lack of hands and comparatively low mass
make it less effective in close combat against larger machines. Despite this, the 'Mech easily overpowers lighter
opponents. Its pilot is well advised, however, to avoid head-on confrontation with machines such as the Marauder and
Warhammer.
Although the Garret T11-A com system is highly efficient, its wing-shaped antenna system tends to draw fire,
occasionally disrupting communications in Rifleman led units. Some units have been equipped with the more compact,
less vulnerable Tek Battlecom system, which provides highly reliable communications even in heavy combat situations.
As Battlecom systems are available only by scavenging Phoenix Hawks or Wolvrines, most Riflemen retain the Garret
unit and its troublesome antenna.
Today, the Successor Houses deploy the RFL-3N primarily in a mobile overmatch capacity. The 3Ns hold the
heights, providing long-range bombardment for the advance of the heavier 'Mechs such as Marauders or Thunderbolts.
This also enables the Rifleman to function as an effective reserve, using its lasers at close range if the main advance
bogs down. As a last resort, it can even rush into physical combat against enemy forces that might penetrate the main
line.
Deployment:
The Rifleman was originally designed for use by Star League defense forces. With the collapse of the League, the
Successor Houses appropriated Riflemen for use in their individual military retinues. In the ensuing and disastrous
Succession Wars, many Riflemen (and other BattleMechs) were destroyed. However, new production has re-established
the 'Mech as a common sight on the battlefields of the Successor States, with 3Ns scattered through various units.
House Davion maintains the largest number of Riflemen. As Hanse Davion is personally fond of the design, he has
attempted a number of modifications (see below). Davion's Riflemen have seen action all across Davion territory,
playing important roles on Ferris and against House Kurita on Hoff.
The early campaigns of the Succession Wars took a heavy toll on House Davion, and Riflemen also figured
prominently in many of those battles. In the first Succession War, when Minoru Kurita's ruthless 'Mech legions almost
reached the gates of New Avalon, the planet of New Rhodes III was the scene of fierce fighting between the two
houses. When the spaceport city of Polis was threatened, Davion Garrison Commander Colonel Hezekiah Walden
deployed a mixed force of Riflemen and Archers on the heights above the strategic mountain pass leading to the city.
A Kurita force of Marauders and Warhammers was dispatched to take the pass. Davion 'Mechs held them back
while the Riflemen and Archers poured down a hail of deadly fire on the Kurita troops, who were unable to respond.
Kurita then dispatched light Wasps and Locusts up onto the heights to stop the ranged fire, but the Davion Archers met
and engaged them while the Riflemen continued to blaze away at the'Mechs below.
Eventually, Davion air support arrived to drive off Kurita, and the Riflemen participated in the pursuit that
destroyed a large portion of the attacking force. The defeat at Polis helped to blunt the attack on New Rhodes and drove
back the Kurita invasion.
As a result of this and several other battles in which Riflemen played an important role, House Davion values the
'Mech highly and has used it in many a later campaign. In the Third Battle of Harrow's Sun, for example, Davion
Riflemen were employed in an anti-aircraft role, keeping Kurita fighters at a respectful distance while the Davion siege
of the city of Mura progressed.
13
**Main Body (CT+RT+LT combined)- 790
Arm(2) - 80 each
Legs(2) - 270 each
14
Rate of Fire: volleys of 10 per melee
Payload: 360 missile volleys
15
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (Left Arm)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
Laser Anti-Missile System= <75> (Head)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area.
16
Glazed Armor Overlay-=(can only use for 1hr then must recharge for 30 mins) damage from all ballistic
weapons <equal to armor of mech>
Blue Shield Overlay== (can only use for 1hr then must recharge for 30 mins) dmg from all energy weapons)
<equal to armor of mech>
Stealth Armor System=<200>
Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to recharge 30mins then can use
again
Self Destruct System: 3D6 x 1,000 MD to a 1000 foot area.
Laser Anti-Missile System= <75> (Left Torso)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
ER Small Laser = <50> (Head)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (Right Torso)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER SRM = <100> (Center Torso)
Mega Damage: 1d4 md/missile
Range: 8 miles 20ftr of impact site
Rate of Fire: volleys of 2 per melee
Payload: 48 missile volleys
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 55
Speed: can fly mach-1
Running: 80 mph
Walking: 50 mph
Leaping: 80 ft (800ft with thruster assisted leaps)
17
Height - 30 ft
Width - 10 ft
Length - 15 ft
Power Plant - Magna 275 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
ER Medium Lasers= <100> (RA)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (RA)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (LL)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
LRM 5=<150> (RT)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 90 missile volleys per launcher per ton of ammo
LRM 5=<150> (RT)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 90 missile volleys per launcher per ton of ammo
LRM 5=<150> (RT)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 90 missile volleys per launcher per ton of ammo
LRM 5=<150> (LA)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site Rate of Fire: volleys of 5 per melee
Payload: 90 missile volleys per launcher per ton of ammo
LRM 5=<150> (LA)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 90 missile volleys per launcher per ton of ammo
18
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 120 mph
Walking: 80 mph
Leaping: 0
Height - 30ft
Width - 10ft
Length - 8ft
Power Plant - 160 LTV FUSION
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
19
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Medium Lasers= <50> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (la)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (la)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (ra)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (ra)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
20
Speed:
Running: 120 mph
Walking: 80 mph
Leaping: 0
Height - 30 ft
Width - 10 ft
Length - 8 ft
Power Plant - 160 LTV Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
Medium Lasers= <50> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
LRM 5=<150> (la)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 180 missile volleys
LRM 5=<150> (ra)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 180 missile volleys
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
21
Speed:
Running: 120 mph
Walking: 80 mph
Leaping: 0
Height - 30 ft
Width - 10 ft
Length - 8 ft
Power Plant - 160 LTV Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Medium Lasers= <50> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
SRM 2=<100> (ra)
Mega Damage: 1d4 MD/missile
Range: 4miles 10ftr of impact site
Rate of Fire: volley of 2 missiles
Pay load: 48 missile volleys
SRM 2=<100> (la)
Mega Damage: 1d4 MD/missile
Range: 4miles 10ftr of impact site
Rate of Fire: volley of 2 missiles
Pay load: 48 missile volleys
22
Height - 30 ft
Width - 10 ft
Length - 8 ft
Power Plant - 160 LTV Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Medium Lasers= <50> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Machine Gun=<25> (la)
Mega Damage: 2d6x10
Range: 1000ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (ra)
Mega Damage: 2d6x10
Range: 1000ft
Rate of Fire: standard
Payload: 200
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 120 mph
Walking: 80 mph
Leaping: 0
Height - 30 ft
Width - 10 ft
Length - 8 ft
Power Plant - 160 LVT Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
23
Weapon Systems:
Machine Gun=<25> (ra)
Mega Damage: 2d6x10
Range: 1000ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (la)
Mega Damage: 2d6x10
Range: 1000ft
Rate of Fire: standard
Payload: 200
Medium Lasers= <50> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
24
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Targeting Computer= <100> (head)+5 strike with all weapons
ER Medium Lasers= <100> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (rt)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (rt)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
(PRIMARY)
(1) Targeting Computer- 100
(1) TAG- 50
(1) Medium Pulse Laser- 100
(4) ER Small Laser- 50 each
(1) Laser Anti-Missile System- 75
(ALT A)
(1) Targeting Computer- 100
(1) TAG- 50
(1) Artemis IV FCS- 100
25
(2) LRM 5 +4t ammo each- 150 each
(ALT B)
(1) Targeting Computer- 100
(1) TAG- 50
(1) Artemis IV FCS- 100
(1) LRM 10 +4t ammo- 150
(2) ER Small Laser- 50 each
(ALT C)
(1) Targeting Computer- 100
(1) TAG- 50
(1)ER Medium Laser- 100
(1) Artemis IV FCS- 100
(2) ER SRM 2 +4tammo each- 100 each
(ALT D)
(1) Targeting Computer- 100
(1) TAG- 50
(1) Beagle active Probe- 100
(1) Guardian ECM Suite- 100
(1) TAG- 50
(2) ER Small Laser- 50 each
(ALT E)
(1) Targeting Computer- 100
(1) TAG- 50
(1) Beagle Active Probe- 100
(1) TAG- 50
(3) ER Medium Laser- 100 each
(ALT F)
(10) Jump Jets- 60 each (lt/rt/ct/ll/rl)
(1) Beagle Active Probe- 100
(1) Bloodhound Active Probe- 100
(1) Guardian ECM Suite- 100
(1) Angel ECM Suite- 100
(1) Targeting Computer- 100
(2) Artemis IV FCS- 100 each
(1) TAG- 50
(1) Laser Anti-Missile System- 75
(3) ER Pulse Medium Laser- 200 each
(4) ER Pulse Small Laser- 100 each
(2) ER SRM 2 +4tammo each- 100 each
(2) ER LRM 5 +4t ammo each- 150 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 150 mph
Walking: 10 mph
Leaping: (200ft (ALT F only)
Height - 50 ft
Width - 25 ft
Length - 16 ft
Power Plant - GM 200 XL Fusion/w Supercharger
Physical Strength - equal to a PS of 60
26
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(PRIMARY)
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +5 strike with all weapons
Medium Pulse Lasers=<100> (ct)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (la)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (la)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (ra)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (ra)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (rt)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
(ALT A)
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +5strike with all weapons
Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses
LRM 5=<150> (la)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 360 missile volleys
LRM 5=<150> (ra)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 360 missile volleys
(ALT B)
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +5strike with all weapons
27
Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses
LRM 10=<150> (rt)
Mega Damage: 3D6 MD/missile
Range: 300 miles 20ftr of impact site
Rate of Fire: volleys of 10 per melee
Payload: 720 missile volleys
ER Small Laser =<50> (la)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (ra)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
(ALT C)
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +5strike with all weapons
ER Medium Lasers= <100> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
(ALT D)
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +5strike with all weapons
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units
Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with
missiles
ER Small Laser =<50>
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50>
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
(ALT E)
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +5strike with all weapons
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units
ER Medium Lasers= <100>
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100>
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
28
ER Medium Lasers= <100>
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
(ALT F)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +5strike with all weapons
Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and
shutdown
Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units
Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike
mech with missiles
Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with
missiles
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
Laser Anti-Missile System=<75>
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
ER SRM 2=<100> (lt)
Mega Damage: 1d4 md/missile
Range: 8 miles 20ftr of impact site
Rate of Fire: volleys of 2 per melee
Payload: 96 missile volleys
ER SRM 2=<100> (rt)
Mega Damage: 1d4 md/missile
Range: 8 miles 20ftr of impact site
Rate of Fire: volleys of 2 per melee
Payload: 96 missile volleys
ER LRM 5=<150> (la)
Mega Damage: 2d6 MD/missile
Range: 400 miles 40ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 360 missile volleys
ER LRM 5=<150>
Mega Damage: 2d6 MD/missile
Range: 400 miles 40ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 360 missile volleys
E R Medium Pulse Lasers=<200> (ct)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
29
E R Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (la)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (la)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (ra)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (ra)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
30
(1) Bical SRM 2 Rack
SRM 2=<100> (ll)
Mega Damage: 1d4 MD/missile
Range: 4miles 10ftr of impact site
Rate of Fire: volley of 2 missiles
Pay load: 48 missile volleys
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
31
Model Type: WSP-1L Wasp
Class: battlemech
Chassis: 1A Type 3 Standard
Armor: Durallex Light Standard
Crew: 1-2
MDC by Location:
*Head - 70
**Main Body (CT+RT+LT combined)- 290
Arm(2) - 70 each
Legs(2) - 90 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<6> Jump Jets- 60 each(ll/rl/lt./rt/rct/ct)
<1> SRM 4 +2t ammo- 100
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 40 ft
Width - 25 ft
Length - 16 ft
Power Plant - 120 GM Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(1) 1/NCK Thornbush SRM 4 Rack
(1) SRM 4= <100> (ra)
Mega Damage: 2D4 MD /missile
Range: 3 miles 10ftr of impact site
Rate of Fire: volleys of 4 per melee
Payload: 96 missile volleys
32
Leaping: 60 ft
Height - 40 ft
Width - 25 ft
Length - 16 ft
Power Plant - 120 GM Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(6) Starflash Plus Small Lasers
Small Laser= <25> (ra)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (ra)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (rt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (rt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
33
<2> Small Laser- 25 each
<1> Flamer- 25
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 40 ft
Width - 25 ft
Length - 16 ft
Power Plant - 120 GM Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(1) Diverse Optics type 2 Medium Laser
(2) Magna Starglow Small Lasers
(1) Zippo Flamer
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Flamers=<25> (ll)
Mega Damage: 2D4x10 MD 10act fire damage
Range: 300 feet
Rate of Fire: standard
Payload: unlimited
34
<1> Guardian ECM Suite- 100
<1> Angel ECM Suite- 100
<1> Targeting Computer- 100
<1> Artemis IV FCS- 100
<1> C3 Master Computer- 100
<1> TAG- 50
<1> NARC Missile Beacon Launcher- 200
<1> Laser Anti-Missile System- 75
<1> ER SRM 2 +2t ammo- 100
<1> ER SRM 4 +2t ammo-100
<2> ER Pulse Medium Laser- 200 each
<2> ER Flamer- 50 each
<2> Machine Guns +2t ammo each- 25 each
<4> ER Pulse Small Laser- 100 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 40 ft
Width - 25 ft
Length - 16 ft
Power Plant - 120 GM XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged
and shutdown
TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Gaurdian ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech
with missiles
Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to
strike mech with missiles
Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons when linked to a narc missile never misses
C3 Master Computer=<100> (ct) Allows fire control network between mechs also allows the scanning of a enemy
mech +5stk
Machine Gun=<25> (ll)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (rl)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
ER Flamer=<50> (ll)
35
Mega Damage: 4d4x10 md 10act fire damage
Range: 600ft
Rate of Fire: standard
Payload: unlimited
ER Flamer=<50> (rl)
Mega Damage: 4d4x10 md 10act fire damage
Range: 600ft
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
E R Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER SRM 2=<100> (ct)
Mega Damage: 1d4 md/missile
Range: 8 miles 20ftr of impact site
Rate of Fire: volleys of 2 per melee
Payload: 48 missile volleys
ER SRM 4=<100> (ct)
Mega Damage: 2d4 MD/missile
Range: 12miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
Laser Anti-Missile System=<75> (head)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Narc Missile Beacon=<200>
Mega Damage: 1 per missile
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
36
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
37
Mega Damage: 3d6 MD/missile
Range: 600 miles 40ftr of impact site
Rate of Fire: volleys of 10 per melee
Payload: 180 missile volleys
ER Medium Lasers= <100> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
38
Payload: 144 missile volleys
(1) SRM 4= <100> (ra)
Mega Damage: 2D4 MD /missile
Range: 3 miles 10ftr of impact site
Rate of Fire: volleys of 4 per melee
Payload: 96 missile volleys
(1) Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 25
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 0
Height - 35 ft
Width - 25 ft
Length - 15 ft
Power Plant - 150 Omni Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
SRM 6=<100> (ra)
Mega Damage: 4d4 MD/missile
Range: 6 miles 10 ft radius of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
SRM 6=<100> (ct)
Mega Damage: 4d4 MD/missile
Range: 6 miles 10 ft radius of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
39
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Flamers=<25> (ra)
Mega Damage: 2D4x10 MD 10act fire damage
Range: 300 feet
Rate of Fire: standard
Payload: unlimited
40
Model Type: STG-3R Stinger
Class: battle mech
Chassis: Standard
Armor: Standard
Crew: 1-2
MDC by Location:
*Head - 90
**Main Body (CT+RT+LT combined)- 330
Arm(2) - 90 each
Legs(2) - 110 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)
<1> Medium Lasers- 50 each
<2> Machine Guns +2t ammo each- 25 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 35 ft
Width - 26 ft
Length - 16 ft
Power Plant - 102 GM Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Machine Gun=<25> (ra)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
Machine Gun=<25> (la)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
41
Arm(2) - 90 each
Legs(2) - 110 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)
<2> Medium Lasers- 50 each
<2> Machine Guns +2t ammoeach- 25 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 35 ft
Width - 26 ft
Length - 16 ft
Power Plant - 102 GM XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Machine Gun=<25> (la0
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
Machine Gun=<25> (ra)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
42
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<1> O/P 911 Targeting Computer- 100
<1> Artemis IV FCS- 100
<2> Death Blossom Extended Range Long Range Missile 15 pack +2t ammo each- 150 each
<1> Diverse Optics Extended Range Medium Laser- 100
<6> Jump Jets- 60 each (3each lt/rt)
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 20
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height 35 ft
Width - 26 ft
Length - 16 ft
Power Plant - VOX 120 Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses
Targeting Computer= <100> (head)+5 strike with all weapons
ER Medium Lasers= <100> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER LRM 15-<150> (lt)
Mega Damage: 4D6 MD/missile
Range: 800 miles 40ftr of impact site
Rate of Fire: volleys of 15 per melee
Payload: 540 missile volleys
ER LRM 15-<150> (rt)
Mega Damage: 4D6 MD/missile
Range: 800 miles 40ftr of impact site
Rate of Fire: volleys of 15 per melee
Payload: 540 missile volleys
43
Crew: 1-2
MDC by Location:
*Head - 120
**Main Body (CT+RT+LT combined)- 830
Arm(2) - 240 each
Legs(2) - 360 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<2> Large Laser- 75 each
<1> ER Large Laser- 150
<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 50
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 50 ft
Width - 30 ft
Length - 20 ft
Power Plant - 300 Vlar Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(2) Cyclops Eye Large Lasers
(1) Cyclops XII ER Large Laser
Large Lasers =<75> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Large Lasers =<75> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Large Lasers= <150> (la)
Mega Damage: 8D4x10 + 40 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
44
Arm(2) - 240 each
Legs(2) - 280 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<1> ER Large Laser- 150
<1> Medium Laser- 50
<1> Pulse Medium Laser- 100
<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 50
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 50 ft
Width - 30 ft
Length - 20 ft
Power Plant - 300 Vlar Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(1) Cyclops XII ER Large Laser
(1) Intek Medium Laser
(1) Intek Pulse Medium Laser
ER Large Lasers= <150> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (la)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
45
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<1> Large Laser- 75
<2> Medium Laser- 50 each
<3> Small Laser- 25 each
<2> Machine Gun +2t ammo- 25 each
<10> Jump Jets- 60 each (2esch<ll/rl/lt/rt/ct>)
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 50
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 50 ft
Width - 30 ft
Length - 20 ft
Power Plant - 300 Vlar Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(1) Cyclops Eye Large Laser
(2) Intek Medium Laser
(2) Intek Pulse Medium Lasers
(2) Scatter Gun Light Machine Guns
(3) Defiance B3SS Small Lasers
Large Lasers =<75> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Small Laser= <25> (ct)
Mega Damage: 3D4x10 + 10 MD
46
Range: 1000 feet
Rate of Fire: standard
Payload: unlimited
Machine Gun=<25> (ct)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
Machine Gun=<25> (ct)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 50
Speed:
Running: 90 ft
Walking: 60 ft
Leaping: 60 ft
Height - 50 ft
Width - 30 ft
47
Length - 20 ft
Power Plant - 300 Vlar XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(4) Intek ER Pulse Medium Lasers
(6) Scatter Gun Light Machine Guns
(6) Defiance B3SS ER Pulse Small Lasers
(2) Cyclops Eye XII ER Pulse Large Laser
(2) Knock out Laser Anti-Missile System
(1) Sure Shot Targeting Com[puter
(1) Apple Churchill Beagle Active Probe
(1) Apple Churchill Blood Hound Active Probe
(1) Apple Churchill Guardian ECM Suite
(1) Apple Churchill Angel ECM Suite
(1) Apple Churchill 422x TAG TAG
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged
and shutdown
TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Gaurdian ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech
with missiles
Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to
strike mech with missiles
C3 Master Computer=<100> (ct) Allows fire control network between mechs also allows the scanning of a enemy
mech +5stk
Laser Anti-Missile System=<75> (head)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
48
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra0
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Machine Gun=<25> (rll)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25>(rrl)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (ll)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (ll)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (rl)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (rl)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (ct)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (ct)
Mega Damage: 3D6x10 + 10 MD
49
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
(PRIMARY)
<1> Targeting computer- 100
<1> Active probe- 100
<1> ECM Suite-100
<1> C3 Master Computer- 100
<1> TAG- 50
<1> Laser Anti-Missile System- 75
(ALT A)
<1> Targeting computer- 100
<1> Active probe- 100
<1> ECM Suite-100
<1> C3 Master Computer- 100
<1> TAG- 50
<1> Laser Anti-Missile System- 75
<2> Pulse Large Lasers- 150 each
<6> Pulse Medium Lasers- 100 each
(ALT B)
<1> Targeting computer- 100
<1> Active probe- 100
<1> ECM Suite-100
<1> C3 Master Computer- 100
<1> TAG- 50
<1> Laser Anti-Missile System- 75
(ALT C)
<1> Targeting computer- 100
<1> Active probe- 100
<1> ECM Suite-100
<1> C3 Master Computer- 100
50
<1> TAG- 50
<1> Laser Anti-Missile System- 75
51
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ctr)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
(ALT A)
Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles
C3 Master Computer=<100> (head) allows all mechs connected to act as a single unit, alsoAllows fire control
network between mechs also allows the scanning of a enemy mech +5stk
TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head)+5 strike with all weapons\
Laser Anti-Missile System=<75> (head)
Mega Damage: 6d6
Range: 24000ft
Rate of fire: standard
Payload: unlimited
Large Pulse Lasers=<150> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 16000 feet
Rate of Fire: standard
Payload: unlimited
Large Pulse Lasers=<150> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 16000 feet
Rate of Fire: standard
Payload: unlimited
52
Medium Pulse Lasers=<100> (la)
Mega Damage: 5D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (lt)
Mega Damage: 5D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (ra)
Mega Damage: 5D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (rt)
Mega Damage: 5D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (ct)
Mega Damage: 5D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (rct)
Mega Damage: 5D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
(ALT B)
Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles
C3 Master Computer=<100> allows all mechs connected to act as a single unit, also
Allows fire control network between mechs also allows the scanning of a enemy mech +5stk
TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head)+5 strike with all weapons
Laser Anti-Missile System=<75> (head)
Mega Damage: 6d6
Range: 24000ft
Rate of fire: standard
Payload: unlimited
ER Large Lasers= <150> (la)
Mega Damage: 8D4x10 + 40 MD
Range: 16000 feet
Rate of Fire: standard
Payload: unlimited
ER Large Lasers= <150> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 16000 feet
53
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (ct)
Mega Damage: 5D4x10 + 20 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (rct)
Mega Damage: 5D4x10 + 20 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
(ALT C)
Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down
and camouflaged units
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles
C3 Master Computer=<100> (head) allows all mechs connected to act as a single unit, also
Allows fire control network between mechs also allows the scanning of a enemy mech +5stk
TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head)+5 strike with all weapons
Laser Anti-Missile System=<75> (head)
Mega Damage: 6d6
Range: 24000ft
Rate of fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
E R Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
54
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (rt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (ct)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (rct)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
55
Crew: 1-2
MDC by Location:
*Head - 120
**Main Body (CT+RT+LT combined)- 1550
Arm(2) - 510 each
Legs(2) - 620 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<1> Army Comp. Type 29K Targeting Computer- 100
<1> Army Comm. Class 5 Angel ECM Suite- 100
<1> Defiance Mech Hunter Autocannon 20 +8t ammo- 150
<1> Far Fire LRM-20 Missile Syster +4t ammo- 150
<1> TharHes Maxi SRM-6 Missile System +6t ammo- 100
<1> Artemis VX FCS- 100
<1> Knockout Laser Anti-Missile System- 75
<4> Defiance B3M Medium Lasers- 50 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 100
Speed:
Running: 50 mph
Walking: 30 mph
Leaping: 0
Height - 70 ft
Width - 35 ft
Length - 25 ft
Power Plant - Vlar 300 Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +5 strike with all weapons
Artemis IV FCS=<100> (head) + 10 to strike with all missile weapons when linked to a narc missile never misses
Angel ECM Suite=<100> (head) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to
strike mech with missiles
Laser Anti-Missile System=<75> (head)
Mega Damage: 6d6
Range: 24000ft
Rate of fire: standard
Payload: unlimited
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
56
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ctr)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ctr)
Mega Damage: 5D4x10 + 20 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
LRM 20=<150>
Mega Damage: 5D6 MD/missile
Range: 500 miles 20ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 1440 missile volleys
SRM 6=<100>\
Mega Damage: 4d4 MD/missile
Range: 6 miles 10 ft radius of impact site
Rate of Fire: volleys of 6 per melee
Payload: 432 missile volleys
AC/20=<150.
Mega Damage: 20d6x10
Range: 8000ft
Rate of Fire: standard
Payload: 400
Model Type: AS7-X Atlas (all made from stolen clan technology)
Class: Battlemech
Chassis: Foundation Type 10X Endo Steel
Armor: Durallex Special Heavy Ferro-Fibrous
Crew: 1-2
MDC by Location:
*Head - 200
**Main Body (CT+RT+LT combined)- 1700
Arm(2) - 600 each
Legs(2) - 700 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<1> Army Comp. Type 29K Targeting Computer- 100
<1> Army Comp. Type 29K Active Probe- 100
<1> Army Comm. Class 5 ECM Suite- 100
<1> Ceres Type 50 TAG- 50
<1> Ceres C3 Master Computer- 100
<2> Knockout Laser Anti-Missile System- 75
<2> Apple Churchill Extended Range PPC- 200
<6> ZapEmGood Type 10K Extended Range Pulse Medium Laser- 200
<12> ZapEmGood Type 10X Extended Range Pulse Small Laser- 100
<10> Rawlings Power-Lifters Jump Jets- 60 each (2each ll/rl/lt/rt/ct)
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 100
57
Speed:
Running: 80 mph
Walking: 50 mph
Leaping: 100 ft
Height - 70 ft
Width - 35 ft
Length - 25 ft
Power Plant - Vlar 300 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Targeting Computer= <100> (head) +10strike with all weapons
C3 Master Computer=<100> (head) allows all mechs connected to act as a single unit, also Allows fire control
network between mechs also allows the scanning of a enemy mech +5stk
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
ER PPC=<200>(la)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
ER PPC=<200>(ra)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
ER Medium Pulse Lasers=<200> (ltr)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (rtr)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ctr)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (rt)
Mega Damage: 6D6x10 + 10 MD
58
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (ct)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (la)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (la)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (ra)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (ra)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (ltr)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rtr)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (head)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (head)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
59
(PRIMARY)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<1> ER PPC- 200
<2> ER Medium Laser- 100 each
<2> ER SRM 4 +2t ammo each- 100 each
(ALT A)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<3> Small Pulse Lasers<4> Medium Pulse Laser<2> Jump Jets- 60 each (lt/rt)
(ALT B)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<1> AC/10 +4t ammo- 100
<1> Medium Laser- 50
(ALT C)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<1> ER PPC- 200
<1> ER Pulse Large Laser- 300
(ALT D)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<2> ER LRM 10 +4t ammo each- 150 each
<2> ER Pulse Small Lasers- 100 each
60
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 30
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 100 ft (ALT A only)
Height - 40 ft
Width - 16 ft
Length - 20 ft
Power Plant - GM 180 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(PRIMARY)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
ER PPC=<200> (lt)
Mega Damage: 15d10x10 +60
Range: 40000ft
Rate of Fire: standard
Payload : unlimited
ER SRM 4=<100> (lt)
Mega Damage: 2d4 MD/missile
Range: 12miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
ER SRM 4=<100> (rt)
Mega Damage: 2d4 MD/missile
Range: 12miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
61
(ALT A)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
Medium Pulse Lasers=<100> (la)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (la)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (ra)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (ra)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Small Pulse Laser= <50> (head)
Mega Damage: 3D6x10 + 10 MD
Range: 2000 feet
Rate of Fire: standard
Payload: unlimited
Small Pulse Laser= <50> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 2000 feet
Rate of Fire: standard
Payload: unlimited
Small Pulse Laser= <50> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 2000 feet
Rate of Fire: standard
Payload: unlimited
(ALT B)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
62
Targeting Computer= <100> (head) +10strike with all weapons
AC/10=<100> (la)
Mega Damage: 10d6x10
Range: 6000ft
Rate of Fire: standard
Payload: 400
Medium Lasers= <50> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
(ALT C)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
ER PPC=<200> (la)
Mega Damage: 15d10x10 +60
Range: 40000ft
Rate of Fire: standard
Payload : unlimited
E R Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
(ALT D)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
ER Small Pulse Laser= <100> (la)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (ra)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER LRM 10=<150> (la)
Mega Damage: 3d6 MD/missile
Range: 600 miles 40ftr of impact site
63
Rate of Fire: volleys of 10 per melee
Payload: 720 missile volleys
ER LRM 10=<150> (ra)
Mega Damage: 3d6 MD/missile
Range: 600 miles 40ftr of impact site
Rate of Fire: volleys of 10 per melee
Payload: 720 missile volleys
(PRIMARY)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<1> ER PPC- 200
<2> ER Medium Laser- 100 each
<2> ER SRM 4 +2t ammo each- 100 each
(ALT A)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<3> Small Pulse Lasers<4> Medium Pulse Laser<2> Jump Jets- 60 each (lt/rt)
(ALT B)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<1> AC/10 +4t ammo- 100
<1> Medium Laser- 50
(ALT C)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<1> ER PPC- 200
<1> ER Pulse Large Laser- 300
(ALT D)
<1> Targeting Computer- 100
<1> TAG- 50
<1> ECM Suite- 100
<1> Active Probe- 100
<2> ER LRM 10 +4t ammo each- 150 each
<2> ER Pulse Small Lasers- 100 each
64
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 30
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 100 ft (ALT A only)
Height - 40 ft
Width - 16 ft
Length - 20 ft
Power Plant - GM 180 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(PRIMARY)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
ER PPC=<200> (lt)
Mega Damage: 15d10x10 +60
Range: 40000ft
Rate of Fire: standard
Payload : unlimited
ER SRM 4=<100> (lt)
Mega Damage: 2d4 MD/missile
Range: 12miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
ER SRM 4=<100> (rt)
Mega Damage: 2d4 MD/missile
Range: 12miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
65
(ALT A)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
Medium Pulse Lasers=<100> (la)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (la)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (ra)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (ra)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Small Pulse Laser= <50> (head)
Mega Damage: 3D6x10 + 10 MD
Range: 2000 feet
Rate of Fire: standard
Payload: unlimited
Small Pulse Laser= <50> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 2000 feet
Rate of Fire: standard
Payload: unlimited
Small Pulse Laser= <50> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 2000 feet
Rate of Fire: standard
Payload: unlimited
(ALT B)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
66
Targeting Computer= <100> (head) +10strike with all weapons
AC/10=<100> (la)
Mega Damage: 10d6x10
Range: 6000ft
Rate of Fire: standard
Payload: 400
Medium Lasers= <50> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
(ALT C)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
ER PPC=<200> (la)
Mega Damage: 15d10x10 +60
Range: 40000ft
Rate of Fire: standard
Payload : unlimited
E R Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 10000 feet
Rate of Fire: standard
Payload: unlimited
(ALT D)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200>Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles, can also be used for electronic comm. Warfare
Active probe=<100> (head)40mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (head) +10strike with all weapons
ER Small Pulse Laser= <100> (la)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (ra)
Mega Damage: 3D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
ER LRM 10=<150> (la)
Mega Damage: 3d6 MD/missile
Range: 600 miles 40ftr of impact site
67
Rate of Fire: volleys of 10 per melee
Payload: 720 missile volleys
ER LRM 10=<150> (ra)
Mega Damage: 3d6 MD/missile
Range: 600 miles 40ftr of impact site
Rate of Fire: volleys of 10 per melee
Payload: 720 missile volleys
(ALT A)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<1> TAG- 50
<3> ER medium Laser- 100 each
<1> AC/10 +4t ammo- 100
(ALT B)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<2> AC/2 +4t ammo each 50 each
<4> ER Medium Laser- 100 each
(ALT C)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<1> Guardian ECM Suite- 100
<1> ER Pulse Small Laser<2> ER Pulse Large Laser-
(ALT D)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<1> Guardian ECM- 100
<1> ER PPC- 200
<2> ER SMR 4 +2tammo each- 100 each
<2> ER Pulse Medium Lasers- 200 each
68
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 55
Speed:
Running: 120 mph
Walking: 90 mph
Leaping: 0
Height - 45 ft
Width - 16 ft
Length - 20 ft
Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(PRIMARY)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> (head) +5 strike with all weapons
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER LRM 15-<150>
Mega Damage: 4D6 MD/missile
Range: 800 miles 40ftr of impact site
Rate of Fire: volleys of 15 per melee
Payload: 270 missile volleys
Narc Missile Beacon=<200>
Mega Damage: 1 per missile
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
69
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
(ALT A)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> +5 strike with all weapons
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
AC/10=<100> (rt)
Mega Damage: 10d6x10
Range: 6000ft
Rate of Fire: standard
Payload: 400
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
(ALT B)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> (head) +5 strike with all weapons
AC/2=<50> (la0
Mega Damage: 2d6x10
Range: 2000ft
Rate of Fire: standard
Payload: 1800
AC/2=<50> (ra)
Mega Damage: 2d6x10
Range: 2000ft
Rate of Fire: standard
Payload: 1800
ER Medium Lasers= <100> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
70
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
(ALT C)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Gaurdian ECM Suite=<100>
Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles
Targeting Computer= <100> (head) +5 strike with all weapons
ER Large Pulse Lasers=<300> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
ER Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (head)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
(ALT D)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> (head) +5 strike with all weapons
Gaurdian ECM Suite=<100>Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles
ER PPC=<200> (rt)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
ER Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
71
ER Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER SRM 4=<100> (la)
Mega Damage: 4d4 MD/missile
Range: 24miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 96 missile volleys
ER SRM 4=<100> (ra)
Mega Damage: 4d4 MD/missile
Range: 24miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 96 missile volleys
(ALT A)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<1> TAG- 50
<3> ER medium Laser- 100 each
<1> AC/10 +4t ammo- 100
(ALT B)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<2> AC/2 +4t ammo each 50 each
<4> ER Medium Laser- 100 each
(ALT C)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<1> Guardian ECM Suite- 100
<1> ER Pulse Small Laser<2> ER Pulse Large Laser-
(ALT D)
<1> Targeting Computer- 100
<1> Beagle Active Probe- 100
<1> Guardian ECM- 100
<1> ER PPC- 200
72
<2> ER SMR 4 +2tammo each- 100 each
<2> ER Pulse Medium Lasers- 200 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 55
Speed:
Running: 120 mph
Walking: 90 mph
Leaping: 0
Height - 45 ft
Width - 16 ft
Length - 20 ft
Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(PRIMARY)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> (head) +5 strike with all weapons
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
ER LRM 15-<150>
Mega Damage: 4D6 MD/missile
Range: 800 miles 40ftr of impact site
Rate of Fire: volleys of 15 per melee
Payload: 270 missile volleys
Narc Missile Beacon=<200>
Mega Damage: 1 per missile
73
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
(ALT A)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> +5 strike with all weapons
TAG=<50>(head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
AC/10=<100> (rt)
Mega Damage: 10d6x10
Range: 6000ft
Rate of Fire: standard
Payload: 400
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
(ALT B)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> (head) +5 strike with all weapons
AC/2=<50> (la0
Mega Damage: 2d6x10
Range: 2000ft
Rate of Fire: standard
Payload: 1800
AC/2=<50> (ra)
Mega Damage: 2d6x10
Range: 2000ft
Rate of Fire: standard
Payload: 1800
ER Medium Lasers= <100> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
74
ER Medium Lasers= <100> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
(ALT C)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Gaurdian ECM Suite=<100>
Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with missiles
Targeting Computer= <100> (head) +5 strike with all weapons
ER Large Pulse Lasers=<300> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
ER Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (head)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
(ALT D)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (head) 10mile range, Detects shut down and camouflaged units
Targeting Computer= <100> (head) +5 strike with all weapons
Gaurdian ECM Suite=<100>Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles
ER PPC=<200> (rt)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
ER Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
75
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER SRM 4=<100> (la)
Mega Damage: 4d4 MD/missile
Range: 24miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 96 missile volleys
ER SRM 4=<100> (ra)
Mega Damage: 4d4 MD/missile
Range: 24miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 96 missile volleys
76
<1> Artemis IV FCS- 100
<6> Jump Jets- 60 each (3each lt/rt)
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 50
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 45 ft
Width - 25 ft
Length - 15 ft
Power Plant - 300 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> (lt) 10mile range, Detects shut down and camouflaged units
Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons when linked to a narc missile never misses
PPC=<100> (la)
Mega Damage: 15D10 x 10 +50 MD
Range: 20,000 feet
Rate of Fire: standard
Payload: unlimited
PPC=<100> (ra)
Mega Damage: 15D10 x 10 +50 MD
Range: 20,000 feet
Rate of Fire: standard
Payload: unlimited
SRM 6=<100> (ct)
Mega Damage: 4d4 MD/missile
Range: 6 miles 10 ft radius of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
Machine Gun=<25> (lt)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (rt)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
77
Model Type: UZL-3S Uziel
Class: Battlemech
Chassis: Foundation E50 Endo Steel
Armor: Maximillian 100 Ferrofibrous
Crew: 1-2
MDC by Location:
*Head - 160
**Main Body (CT+RT+LT combined)- 800
Arm(2) - 300 each
Legs(2) - 500 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<6> Jump Jets- 60 each (3each rt/lt)
<1> Defiance Shredder LB 2-X Autocannon +2t ammo<1> Defiance Model XII Extended Range Medium Laser<1> TharHes Thunderbolt 12 Large Pulse Laser<2> Diverse Optics Extended Range Small Lasers<1> Harvester 20K SRM-6 Launcher +2t ammo<1> Active Probe- 100
<1> ECM Suite- 100
<1> Artemis IV FSC- 100
<1> Targeting Computer- 100
<1> TAG- 100
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 50
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 45 ft
Width - 25 ft
Length - 15 ft
Power Plant - GM 300 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles
Active probe=<100> (head)20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50> (head) allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons, when linked to a narc missile never misses
Targeting Computer= <100> (head) +5 strike with all weapons
78
AC/2=<50> (ra)
Mega Damage: 2d6x10
Range: 2000ft
Rate of Fire: standard
Payload: 900
ER Medium Lasers= <100> (ra)
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
Large Pulse Lasers=<150> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (lt)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50> (rt)
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
SRM 6=<100> (ct)
Mega Damage: 4d4 MD/missile
Range: 6 miles 10 ft radius of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
79
Speed:
Running: 60 mph
Walking: 40 mph
Leaping: 40 ft
Height - 50 ft
Width - 15 ft
Length - 15 ft
Power Plant - Magna 220 Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Artemis IV FCS=<100> (rt) + 10 to strike with all missile weapons when linked to a narc missile never misses
LRM 5=<150> (rt)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 180 missile volleys
Flamers=<25> (rt)
Mega Damage: 2D4x10 MD 10act fire damage
Range: 300 feet
Rate of Fire: standard
Payload: unlimited
Machine Gun=<25> (lt)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Machine Gun=<25> (lt)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 200
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Pulse Lasers=<100> (rt)
Mega Damage: 5D6x10 + 10 MD
Range: 4000 feet
Rate of Fire: standard
Payload: unlimited
Large Lasers =<75> (ra)
Mega Damage: 8D4x10 + 40 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
80
Model Type: MAD-5TC Marauder
Class: Battlemech
Chassis: Endo Steel
Armor: Ferro-Fibrous
Crew: 1-2
MDC by Location:
*Head - 120
**Main Body (CT+RT+LT combined)- 1160
Arm(2) - 350 each
Legs(2) - 460 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
<3> ER PPC- 200 each
<3> ER Pulse Medium Laser- 200 each
<1> Targeting Computer- 100
<1> Actiuve Probe- 100
<1> ECM Suite- 100
<1> TAG- 100
<1> Laser Anti-Missile System- 75
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 75
Speed:
Running: 60 mph
Walking: 40 mph
Leaping: 0
Height - 59 ft
Width - 25 ft
Length - 16 ft
Power Plant - 300 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay= <equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-= <equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay== <equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> (head) Protects from radar lock/beagle active probe/tag/ and narc -5 to strike mech with
missiles
Active probe=<100> (head) 20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
ER PPC=<200> (la)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
ER PPC=<200> (ra)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
81
ER PPC=<200> (rt)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ct)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (head)
Mega Damage: 6d6
Range: 24000ft
Rate of fire: standard
Payload: unlimited
Targeting Computer= <100> (head )+5 strike with all weapons
82
Model Type: WHM- 6R Warhammer/Excalibur
Class: Battlemech
Chassis: Starcorp 100
Armor: Leviathon Plus
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
(1) Artemis IV FCS- 100
(1) Targeting Computer- 100
(2) Donal ERPPC- 200 each
(2) Magna ER Small Laser- 50 each
(2) Martell ER Medium Laser- 100 each
(2) Sperry Browning Machine Guns +2t ammo each- 25 each
(1) Holly Extended Range Short Range Missile 6 Pack +2t ammo- 100
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 70
Speed:
Running: 60 mph
Walking: 40 mph
Leaping: 0
Height - 37 ft
Width - 26 ft
Length - 16 ft
Power Plant - VOX 280 Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
Targeting Computer= <100> +5 strike with all weapons
ER SRM 6=<100>
Mega Damage: 4d4 MD/missile
Range: 12 miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
Machine Gun=<25>
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
Machine Gun=<25>
83
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
ER Medium Lasers= <100>
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Lasers= <100>
Mega Damage: 5D4x10 + 20 MD
Range: 5000 feet
Rate of Fire: standard
Payload: unlimited
ER PPC=<200> (ra)
Mega Damage: 15d10x10 +60
Range: 40000ft
Rate of Fire: standard
Payload : unlimited
ER PPC=<200> (la)
Mega Damage: 15d10x10 +60
Range: 40000ft
Rate of Fire: standard
Payload : unlimited
ER Small Laser =<50>
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Laser =<50>
Mega Damage: 3D4x10 + 10 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
(PRIMARY)
(1) Conversion Equip Ment- 80
(1) Artemis IV FCS- 100
(1) Targeting Computer- 100
(1) Bloodhound Active Probe- 100
(1) Guardian ECM Suite- 100
(1) Angel ECM Suite- 100
(1) Nacr Missile Beacon Launcher +2t ammo- 200
(1) Laser Anti-Missile System- 75
(1) Extended Range Short Range Missile-2 Pack +2t ammo 100
84
(5) Extended Range Medium Pulse Lasers- 200 each
(ALT A)
(1) Conversion Equip Ment- 80
(1) Targeting Computer- 100
(1) Bloodhound Active Probe- 100
(1) Guardian ECM Suite- 100
(1) Angel ECM Suite- 100
(1) Laser Anti-Missile System- 75
(2) ER Pulse Large Laser- 300 each
(2) ER Pulse Small Laser- 100 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 50
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 60 ft
Height - 45 ft
Width - 26 ft
Length - 17 ft
Power Plant - 300 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(PRIMARY)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Gaurdian ECM Suite=<100> (rt) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech
with missiles
Angel ECM Suite=<100> (lt) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to
strike mech with missiles
Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged
and shutdown
Artemis IV FCS=<100> (ct) + 10 to strike with all missile weapons, when linked to a narc missile never misses
Targeting Computer= <100> (ct) +5 strike with all weapons
Narc Missile Beacon=<200> (ct)
Mega Damage: 2 per missile
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
Laser Anti-Missile System=<75> (head)
Mega Damage: 6d6
Range: 24000ft
Rate of fire: standard
Payload: unlimited
ER SRM 2 =<100> (la)
Mega Damage: 2d4 md/missile
85
Range: 16 miles 20ftr of impact site
Rate of Fire: volleys of 2 per melee
Payload: 48 missile volleys
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (la)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
(ALT A)
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Gaurdian ECM Suite=<100> (lt) Protects from radar lock/beagle active probe/tag and narc -5 to strike mech
with missiles
Angel ECM Suite=<100> (rt) Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to
strike mech with missiles
Bloodhound Active Probe= <100> (head) Scans all active mechs in a 10mile radius will miss those camouflaged
and shutdown
Targeting Computer= <100> (ct) +5 strike with all weapons
Laser Anti-Missile System=<75> (head)
Mega Damage: 6d6
Range: 24000ft
Rate of fire: standard
Payload: unlimited
ER Large Pulse Lasers=<300> (la)
Mega Damage: 9D6x10 + 40 MD
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
ER Large Pulse Lasers=<300> (ra)
Mega Damage: 9D6x10 + 40 MD
Range: 20000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
86
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (lt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
ER Small Pulse Laser= <100> (rt)
Mega Damage: 3D6x10 + 10 MD
Range: 8000 feet
Rate of Fire: standard
Payload: unlimited
Overview
87
Originally code named the Vampire, this 'Mech was designed in response to the need for a maneuverable
and versatile 'Mech that would replace the Vanguard. The fact that the Clan would even attempt to design
such a 'Mech is evidence that the Clan members are slowly bending their rigid views of the caste division
between the MechWarrior and Aerojock.
Little else is known about the development or deployment of this 'Mech.
Capabilities
The Nemesis sports five medium pulse lasers which are tied to a targeting computer. A skilled warrior
could pinpoint weaknesses in the enemy's armor and cause severe damage to the 'Mech. The Streak SRM2 is usually equipped with inferno rounds which, when coupled with the mobility of the 'Mech, allow for
very effective hit-and-run tactics.
88
Mass- 100
Speed:
Running: 90 mph
Walking: 60 mph
Leaping: 100 ft
Height - 50 ft
Width - 35 ft
Length - 20 ft
Power Plant Vlar 300 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay= <equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-= <equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay== <equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
ECM Suite= <100> Protects from radar lock/beagle active probe/tag/Bloodhound and narc -5 to strike mech
with missiles
Active probe=<100>20mile range, Scans all active mechs in a 20mile radius, also Detects shut down and
camouflaged units
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Targeting Computer= <100> (rt)+5 strike with all weapons
ER PPC=<200> (la)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
ER PPC=<200> (ra)
Mega Damage: 16d20x10 +60
Range: 80000ft
Rate of Fire: standard
Payload : unlimited
Gauss Rifle=<200> (la)
Mega Damage: 10d10x10 +30
Range: 40000ft 20ftr of impact site
Rate of Fire: standard
Payload: 160
Gauss Rifle=<200> (ra)
Mega Damage: 10d10x10 +30
Range: 40000ft 20ftr of impact site
Rate of Fire: standard
Payload: 160
ER Medium Pulse Lasers=<200> (head)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (lt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
89
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (rlt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (rt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (rrt)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (ct)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
ER Medium Pulse Lasers=<200> (rct)
Mega Damage: 6D6x10 + 10 MD
Range: 12000 feet
Rate of Fire: standard
Payload: unlimited
Overview:
The Devastator was built from a Star League-era design, discovered in 3023 by Davion troops in the remains of a
Star League base on the planet Hoff. Inner Sphere scientists and BattleMech manufacturers, however, lacked the
technology to build the Gauss rifles, extra-light engines, and double heat sinks the design required. The blueprints for
the Devastator languished in the files of the New Avalon Institute of Science for ten years, until advanced technological
information uncovered in the Gray Death memory core enabled House Davion to construct a prototype of the
BattleMech.
Originally designed by General Kerensky to correct the flaws in the prototype Titan BattleMech, the Devastator
can deliver tremendous firepower at long range. The chaos of the Amaris Civil War disrupted the development of the
original Devastator, though several prototypes reached General Kerensky's forces in time for the final assault on Terra.
No record of the 'Mech's deployment during the Succession Wars exists; experts assume that all the prototypes
accompanied General Kerensky in the Exodus.
Capabilities:
The relative lightness of the Devastator's 300 XL engine enables the 'Mech to carry several heavy weapons and
extra double heat sinks. A total of fourteen double heat sinks keep the Devastator cool even at the height of baffle, and
eighteen and a half tons of armor give the Devastator excellent protection.
The Devastator's weapons are impressive and deadly. Two Gauss rifles and two PPCs make up the major portion
of the 'Mech's arsenal, allowing the Devastator to inflict immense damage at long range. The 'Mech's four tons of
Gauss ammunition are stored in four separate bins, eliminating the possibility of putting the Gauss rifles out of action
with a single lucky hit. For short-range combat, the Devastator is equipped with four medium lasers, including one
rear-mounted laser.
Deployment:
Norse-Storm has been producing a moderate number of Devastators at their Loxley facility for the past ten years.
All of these units have been sold to the Federated Commonwealth. It is unknown how many Devastators were deployed
with Lyran units when the Lyran Alliance declared its independence from the Commonwealth. Experts estimate that as
many as 100 Devastators may be stationed alo ng the borders of the Clan occupation zones.
90
91
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
(1) Octagon Tartrac System C Artemis IV FCS- 100
(1) Octagon Tartrac System C Beagle Active Probe- 100
(1) O/P 3000 COMSET, Irian TelStar Angel ECM Suite- 100
(1) Octagon Tartrac System C Targeting Computer- 100
(1) Octagon Tartrac System C Bloodhound Active Probe- 100
(1) O/P 3000 COMSET, Irian TelStar Guardian ECM Suite- 100
(1) Narc Missile Beacon Launcher- 200
(2) AntiAir Flak Systems-1 Laser Anti Missile System- 75 each
(2) Holly LRM-20 Missle Racks +2t ammo each- 150 each
(2) Delta Dart LRM-5 Missle Racks +2t ammo each- 150 each
(2) Ceres Arms Medium Lasers- 50 each
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass- 85
Speed:
Running: 50 mph
Walking: 30 mph
Leaping: 0
Height - 40 ft
Width - 25 ft
Length - 16 ft
Power Plant - Strand 255 Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units
Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and
shutdown
Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with
missiles
Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike
mech with missiles
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
Targeting Computer= <100> +5 strike with all weapons
Laser Anti-Missile System=<75> (head)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (rhead)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
LRM 20=<150> (la)
Mega Damage: 5D6 MD/missile
Range: 500 miles 20ftr of impact site
92
Rate of Fire: volleys of 20 per melee
Payload: 720 missile volleys
LRM 5=<150> (lt)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 180 missile volleys
LRM 20=<150> (ar)
Mega Damage: 5D6 MD/missile
Range: 500 miles 20ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 720 missile volleys
LRM 5=<150> (rt)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 180 missile volleys
Narc Missile Beacon=<200> (ct)
Mega Damage: 1 per missile
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
Medium Lasers= <50> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rlt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rrt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Capabilities:
The 7Q Longbow's 255 fusion engine is a vast improvement over the original Longbow's huge VOX 340 engine.
Lighter and more efficient, the new fusion engine gives the 7Q Longbow a slightly faster top speed while enabling the
'Mech to carry three tons of additional armor spread across the three front torsos, the arms, and the legs. The 7Q
Longbow is fitted with twenty-two heat sinks, which allow it to keep up with advancing 'Mech forces and still deliver
deadly missile fire. Two medium lasers give the 7Q Longbow short range fighting ability; as the 'Mech was never
intended for front-line duty, the designers felt that these short-range weapons were sufficient. The 7Q shares with its
0W model predecessor an antiaircraft targeting and tracking system widely considered to be one of the best in the Inner
Sphere.
Deployment:
StarCorps factories in Marik territory are currently running at full speed to fill all the orders for 7Q Longbows for
the Free Worlds League military. They have no plans as yet to sell any to mercenary units. The Federated
Commonwealth has sent several lances of its Longbows to its Periphery border, and the Lyran Alliance has deployed
93
several lances to its borders with the Jade Falcon occupied zone and Marik space. StarCorps factories in the Federated
Commonwealth are reportedly selling the Longbow to mercenary units employed by the Commonwealth government,
and the single StarCorps facility in the Lyran Alliance has announced its intention to sell Longbows to mercenary units
stationed within Alliance borders.
94
Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and
shutdown
Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with
missiles
Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike
mech with missiles
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
Targeting Computer= <100> +5 strike with all weapons
Laser Anti-Missile System=<75> (head)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (rhead)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
LRM 20=<150> (la)
Mega Damage: 5D6 MD/missile
Range: 500 miles 20ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 720 missile volleys
LRM 5=<150> (lt)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 180 missile volleys
LRM 20=<150> (ra)
Mega Damage: 5D6 MD/missile
Range: 500 miles 20ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 720 missile volleys
LRM 5=<150> (rt)
Mega Damage: 2d6 MD/missile
Range: 200 miles 20ftr of impact site
Rate of Fire: volleys of 5 per melee
Payload: 180 missile volleys
Narc Missile Beacon=<200> (ct)
Mega Damage: 1 per missile
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
Medium Lasers= <50> (lt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rlt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rt)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rrt)
Mega Damage: 5D4x10 + 20 MD
95
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Overview:
The LGB-OW Longbow is a popular design used by all the houses of the Inner Sphere. The exact number of those
produced is unknown, but they are found in the regiments of nearly all armies. Limited production of the two models
shown here continues to this day in most of the Successor States.
The Longbow was designed to act as a heavy support unit for assault groups. With its long range missiles it is
capable of standing off at long range and launching a devastating preparatory attack against enemy positions and cities.
Capabilities:
The Longbow is a late model BattleMech that utilizes the 0/P 1560 Laser Directed Missile Targeting and Tracking
System. Using a Locust or Flea equipped with the targeting system as a spotter, the Longbow is capable of acquiring a
target that it cannot see and delivering a barrage of missiles with the same accuracy as if it had sighted the target
visually. This ability has made the Longbow a dreaded opponent.
The Longbow does not usually suffer from heat buildup due to its battlefield mission. When used in a support role
where movement is not required, it can fire consecutive barrages of missiles while accumulating very little heat.
Even though the OW model has no short-range armament, its weight (85 tons) makes a punch or kick a potent
defense. The later 8C model has medium lasers forward and aft which improve the Longbows close-in defense
capabilities.
Deployment:
The Longbow is half of a very effective 'hunter-killer team, with specially equipped Fleas or Locusts as the
hunters and the Longbow as the killer. In tactical usage the light Mech searches out enemy units and pinpoints their
location with its laser-directed targeting system. The Longbow then strikes, its long-range missiles guided to the target
by the unseen laser beam.
The true value of this tactic is being able to engage an enemy unit without exposing Mechs. In most cases, the
'hunter-killer teams are able to surprise their foes and set the balance of power in their favor. It is in this role that the
Longbow is most commonly used, and MechWarriors who seek to avoid being hammered by them are advised to be on
the lookout for hidden light Mechs.
The Longbow is also found in regular army units and is operated in normal BattleMech fashion. Its most common
battlefield mission, when used in this manner, is as long-range support unit, much like that performed by the Archer.
96
97
Length - 20 ft
Power Plant - VOX 280 Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
Targeting Computer= <100> +5 strike with all weapons
Anti - Missile System=<50> (head)
Mega Damage: 1D4 MD
Range: 6000 feet
Rate: standard
Payload:24
Anti - Missile System=<50> (rhead_
Mega Damage: 1D4 MD
Range: 6000 feet
Rate: standard
Payload:24
Machine Gun=<25> (ct))
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
Machine Gun=<25> (ct)
Mega Damage: 2d6x10
Range: 1000 ft
Rate of Fire: standard
Payload: 100
LRM 20=<150> (lt)
Mega Damage: 5D6 MD/missile
Range: 500 miles 20ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 360 missile volleys
LRM 20=<150> (rt)
Mega Damage: 5D6 MD/missile
Range: 500 miles 20ftr of impact site
Rate of Fire: volleys of 20 per melee
Payload: 360 missile volleys
Medium Lasers= <50> (la)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (rct)
Mega Damage: 5D4x10 + 20 MD
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Medium Lasers= <50> (ra)
Mega Damage: 5D4x10 + 20 MD
98
Range: 3000 feet
Rate of Fire: standard
Payload: unlimited
Overview:
The ARC-2R Archer is one of the best-known designs still in use today. First produced in 2474, the Archer quickly
earned respect and popularity among BattleMech regiments that was unequalled by any other type. Star League records
show that nearly 100,000 Archers were constructed before the beginning of the Succession Wars. Most of these have
now been destroyed or lost to spare parts depots. However, some production of the many Archer variants continues to
this day in most of the Successor States.
The Archer was designed initially as a heavy-hitting assault 'Mech, able to pound defending units at long range as
it approached. Over the centuries, it has also been used in a variety of other roles, ranging from city busting to indirect
fire support.
Capabilities:
The ARC-2R Archer is an early model assault 'Mech. Its two Doombud LRM 20-racks can support an attack or
defensive situation in the initial stages of combat. The two self-loading missile storage bins located on each side of the
upper torso beneath the launchers are ample enough for continued bombardment as long as necessary. The four Diverse
Optics Type 18 medium lasers are designed for medium- to short-ranged combat, with two of them positioned in a
central turret above the cockpit for rearward fire.
The Archer is one of the few BattleMechs whose cockpit is located beneath the central torso. This obviously gives
the pilot a battlefield perspective quite different from most normal cockpit positions. Armor protection is still about the
same as in other heavy 'Mechs, however, as the torso armor belt is located above the cockpit area, protecting the gyro
mechanism and the VOX 280 engine unit.
Like so many other Mechs, the Archer is plagued with heat buildup problems, which makes it dangerous to shoot
both the long-range missiles and the medium lasers at the same time. Nor is the 'Mech particularly effective in toe-totoe combat, despite its two heavy battle fists. Another problem is the Archer's familiarity. It has been around so long
that all combatants know its design capabilities and its weaknesses too well. Though still an effective battle machine,
there are rarely any new tricks an Archer can spring on an opponent.
Deployment:
During the defense of Rallonsdown Starport on the planet Chian in 2931, an Archer piloted by Suizo Ozawa of
House Kurfta Repair and Replacement Station 241 was set upon by a full lance of Bandit King Helmar Valasak. After
several hours of hit-and-run tactics, Ozawa had destroyed two of the four attackers. Heavily damaged, his Archer
charged the remaining two pirate 'Mechs, crippling one with the last shot from his medium lasers. The remaining
enemy Shadow Hawk delivered a devastating attack with his autocannon, followed by a series of punches that toppled
Ozawa's Archer into the surrounding rubble of buildings. Knowing the Shadow Hawk was coming in for the kill, Suizo
Ozawa set his Diverse Optics Type 18 medium lasers into overload in hopes of setting off its remaining ammunition
and attempted to eject. The explosion engulfed both 'Mechs, and caught Ozawa before he could clear the escape tube.
In 2932, Repair and Replacement Station 241 was renamed Ozawa Station in his memory.
99
Model Type:
RVN-1 Raven
Class: Battlemech
Chassis: Hellspont Type R Standard
Armor: Hellspont Lite Stealth
Crew: 1-2
MDC by Location:
*Head - 110
**Main Body (CT+RT+LT combined)- 470
Arm(2) - 130 each
Legs(2) - 210 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
(2) Laser Anti-Missile System- 75
(1) Beagle Active Probe- 100
(1) Blood Hound Active Probe- 100
100
(1) Guardian ECM Suite- 100
(1) Angel ECM Suite- 100
(1) TAG- 100
(1) Targeting Computer- 100
(2) ER Medium Laser- 200 each
(2) SRM 6 +2t ammo each- 100 each
(1) TAG- 50
(1) Artemis IV FCS- 100
(1) Narc Missile Beacon- 200
(10) Jump Jets- 60 each (2each<lt/rt/ct/ll/rl>)
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected and the
Mech Will Self Destruct
Mass- 40
Speed:
Running: 80 mph
Walking: 50 mph
Leaping: 180 ft
Height - 30 ft
Width - 15 ft
Length - 10 ft
Power Plant GM 200 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(2) Diverse Optics Type ER Medium Lasers
(2) Knock Out Laser Anti-Missile System
(2) Sian/Ceres Harpoon 6 SRM 6-rack
(1) Apple Churchill Beagle Active Probe
(1) Apple Churchill Blood Hound Active Probe
(1) Apple Churchill Guardian ECM Suite
(1) Apple Churchill Angel ECM Suite
(1) Apple Churchill 422x TAG TAG
(1) Apple Churchill Guiding Light NARC Missile Beacon
(1) Sure Shot Targeting Com[puter
(1) Ceres Artemis IV FCS
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with
missiles
Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike
mech with missiles
Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and
shutdown
101
Targeting Computer= <100> +5 strike with all weapons
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Laser Anti-Missile System=<75> (head)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (ct)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<100> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Lasers=<100> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Narc Missile Beacon=<200> (la)
Mega Damage: 1 per missile
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
SRM 6=<100> (lt)
Mega Damage: 4d4 MD/missile
Range: 6miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
ER SRM 6=<100> (rt)
Mega Damage: 4d4 MD/missile
Range: 6 miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 144 missile volleys
Model Type:
RVN-2 Raven II
Class: Battlemech
Chassis: Hellspont Type R Endo Steel
Armor: Hellspont Lite Stealth Ferro-Fibrous
Crew: 1-2
MDC by Location:
*Head - 120
**Main Body (CT+RT+LT combined)- 590
Arm(2) - 170 each
Legs(2) - 250 each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
(2) Laser Anti-Missile System- 75
(1) Beagle Active Probe- 100
(1) Blood Hound Active Probe- 100
(1) Guardian ECM Suite- 100
(1) Angel ECM Suite- 100
(1) TAG- 100
(1) Targeting Computer- 100
102
(2) ER Pulse Medium Laser- 200 each
(2) ER SRM 6 +2t ammo each- 100 each
(1) TAG- 50
(1) Artemis IV FCS- 100
(1) Narc Missile Beacon- 200
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected and the
Mech Will Self Destruct
Mass- 40
Speed: fly Mach-1
Running: 80 mph
Walking: 50 mph
Leaping: 180 ft (1800 ft with thruster assisted leaps)
Height - 30 ft
Width - 15 ft
Length - 10 ft
Power Plant GM 200 XL Fusion
Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
(2) Diverse Optics Type ER Pulse Medium Lasers
(2) Knock Out Laser Anti-Missile System
(2) Sian/Ceres Harpoon 6 ER SRM 6-rack
(1) Apple Churchill Beagle Active Probe
(1) Apple Churchill Blood Hound Active Probe
(1) Apple Churchill Guardian ECM Suite
(1) Apple Churchill Angel ECM Suite
(1) Apple Churchill 422x TAG TAG
(1) Apple Churchill Guiding Light NARC Missile Beacon
(1) Sure Shot Targeting Com[puter
(1) Ceres Artemis IV FCS
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Beagle Active Probe= <100> 10mile range, Detects shut down and camouflaged units
Blazer Armor Overlay=<equal to armor of mech> dmg from all missile weapons
Glazed Armor Overlay-=<equal to armor of mech> damage from all ballistic weapons
Blue Shield Overlay==<equal to armor of mech> dmg from all energy weapons
Stealth Armor System=<200> Equal to invisibility super -10s/d attacks from mech using this 4hr dur then has to
recharge 30mins then can use again
Gaurdian ECM Suite=<100> Protects from radar lock/beagle active probe/tag and narc -5 to strike mech with
missiles
Angel ECM Suite=<100> Protects from radar lock/beagle active probe/tag/bloodhound and narc -5 to strike
mech with missiles
Bloodhound Active Probe= <100> Scans all active mechs in a 10mile radius will miss those camouflaged and
shutdown
Targeting Computer= <100> +5 strike with all weapons
Artemis IV FCS=<100> + 10 to strike with all missile weapons when linked to a narc missile never misses
TAG=<50> allows mechs to mark enemy units for artillery fire +10 stk tagged enemys
Laser Anti-Missile System=<75> (head)
Mega Damage: 3d6
103
Range: 12000ft
Rate of fire: standard
Payload: unlimited
Laser Anti-Missile System=<75> (ct)
Mega Damage: 3d6
Range: 12000ft
Rate of fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
E R Medium Pulse Lasers=<200> (ra)
Mega Damage: 6D6x10 + 10 MD
Range: 6000 feet
Rate of Fire: standard
Payload: unlimited
Narc Missile Beacon=<200> (la)
Mega Damage: 1 per missile
Range: equal to missile launcher type used
Rate of fire: standard
Payload: equal to missile launcher type used
(Special note= this launches a beacon missile that if it strikes it makes all other missiles zero in on the target and
never miss )
ER SRM 6=<100> (lt)
Mega Damage: 4d4 MD/missile
Range: 12 miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 72 missile volleys per launcher per ton of ammo
ER SRM 6=<100> (rt)
Mega Damage: 4d4 MD/missile
Range: 12 miles 20ftr of impact site
Rate of Fire: volleys of 6 per melee
Payload: 72 missile volleys per launcher per ton of ammo
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass-
104
Speed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
MassSpeed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
105
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
MassSpeed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass-
106
Speed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
MassSpeed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
107
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
MassSpeed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
Mass-
108
Speed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
Model Type:
Class: Battlemech
Chassis:
Armor:
Crew: 1-2
MDC by Location:
*Head **Main Body (CT+RT+LT combined)Arm(2) - each
Legs(2) - each
Weapon Systems MDC
Self Destruct System: 3D6 x 1,00,0 MD to a 1000 foot area.
*Destroying the head will kill the pilot. The head can only be hit making a called shot at - 3 to strike
**Depleting the MDC of the Main Body will destroy the `Mech. The pilot will be automatically ejected
MassSpeed:
Running:
Walking:
Leaping:
Height Width Length Power Plant Physical Strength - equal to a PS of 60
Cargo - minimal for personal effects
Cost - 30 million credits for a brand new mech
Weapon Systems:
109