The following is a series of Technical Readouts created with the aid of Rick Raisley's Heavymetal programs. ( http/ ) All designs here are original creations, and as such, their specifications do not exist outside of my computer.

So, just in case you're a Battletech fan who wants to have some fun with the designs in the story, here they are with some fluff. They are presented in no particular order; just in the way I grabbed the info off of my HDD.

These are only the NON-CANON designs. Designs such as the Guillotine IIC and others not found here are designs created by Fasa and/or Fanpro, and you can find their stats either in the Technical Readouts available in any GOOD gamestore (not the wussy ones who only carry Yu-gi-oh or Warhammer 40K 'cuz all they care about is faddish stuff), or the info can be found online. ( http/ is a good site for these, amongst others).

I am sorry to say that I don't have fluff for quite everything. I figured I'd work on the story more than the fluff. :p

Also, I'm lazy, so this isn't spell or grammar checked. Sorry, but there's just too much in here that would give me headaches and take forever to check over.

One final caveat: I can't promise that this'll be perfectly readable. I'll see about getting a file download available of the original document files, which are easier to read. That is, if people are interested.

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: M.I. Assault Transport

Tech: Clan / 3045

Vessel Type: Aerodyne Small Craft

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 185 tons

Hull: Type 9034-A

Length: 30 meters

Power Plant: Hellion-Lifter VTOL Series Alpha Standard

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Federal Armorworks Mk-22FA Ferro-aluminum

Armament:

1 Type 20 "Great Bow" LRM 20

1 Ultra AC/5

2 Medium Pulse Laser

2 Series 14a Medium Pulse Laser

Manufacturer: Yoyodyne Aerospace, Warsaw Heavy Industries

Location: Washington (Yoyodyne), Warsaw (WHI), New Honshu (Yoyodyne)

Communications System: IVIS Mk-26

Targeting & Tracking System: Soli-Lock Tangent

------------------------------------------------------------------------------

Overview:

The wholesale adoption of battle armor is a trait of the United Systems'

Armed Forces, and as such, the amalgaation of these forces with the Navy's

Marine Corps into the 'Mobile Infantry' has given the Republic a potent

rapid-response force.

However, while troopers on a raid may be dropped from orbit, it takes some

effort to get them back again. Although dropships can enter and leave a

planet's atmosphere, they have their own drawbacks. Aerodynes, for instance,

require a lengthy piece of flat land to alight upon, and without appropriate

ground control to help the pilot make his approach, the ship runs a risk of

crash-landing, thus stranding the raiding force and the ship's crew as well.

Sphereoids, meanwhile, are little better. Their unusual shape makes for a

more difficult reentry, increasing risk of accident once again. Also, their

method of thrust leaves little room for evasive maneuvers while the craft is

landing, thus making its landing zone an obvious target.

Thus, the Republic looked for an alternative. Research eventually led the

general staff to sigle out the shuttle known as the "Landing Craft Mk VII;" an

aerodyne with the VTOL characteristics of a spheroid craft. Within a short

period of time, a new, heavier design was built to pull the new Mobile

Infantry platoons out of even the worst mess: The uninspiredly-named "Assault

Transport."

Capabilities:

The Mobile infantry's Assault Transport is one hundred eighty-five tons of

armed and armored shuttlecraft. Designed with the idea that an extraction may

come under fire, the Assault Transport carries a varied and potent array of

weaponry that easily matches most light fightercraft in offensive capability.

The arsenal is centered around the nose, which mounts an Ultra autocannon

in a chin turret that gives the copilot/front gunner the ability to hit

targets in a wide frontal arc. Mounted above and behind the cockpit, the

LRM-20 launcher is angled up to provide area saturation, while medium pulse

lasers are mounted fore and aft on the wingtips to provide covering fire from

all directions.

In addition, the Assault Transport is protected with ninteen tons of

ferro-aluminum armor, which gives the craft the ability to absorb a good

amount of damage.

Of course, the MIAT wouldn't be useful if it couldn't carry all of a

raiding party off of the ground, and thus fifty-four tons of internal cargo

space allows the design to retrieve an entire platoon at once.

Finally, four large, ducted thrusters, two on each side of the craft's boxy

lower section, are variable-pitch. Thus, they can align downward for vertical

takeoffs or landings, and then swivel back to allow the craft to accelerate at

upwards of four gees.

Deployment

The years following the War of 3039 were quiet ones for the Inner Sphere.

Although tensions ran high at times and the armies of the Successor States

trained for renewed war, all had become complacent, envisioning the status quo

lasting for the next hundred years or so much like the Third Seccession War

had.

Meanwhile, though, the Republic, through agents in the Clans, knew that an

invasion was only a matter of time. Thus, along with various other military

designs of the time, the MIAT was nearly mass-produced. As such, it is now a

common shuttlecraft in the Republic, and any WarShip that carries an MI

platoon has at least two.

------------------------------------------------------------------------------

Class/Model/Name: M.I. Assault Transport

Mass: 185 tons

Equipment: Mass

Power Plant, Drive & Control: 56.50

Thrust: Safe Thrust: 5

Maximum Thrust: 8

Structural Integrity: 8 7.40

Total Heat Sinks: 12 Double 12.00

Fuel & Fuel Pumps: 5.50

Bridge, Controls, Radar, Computer & Attitude Thrusters: 1.50

Fire Control Computers: .00

Armor Type: Ferro-aluminum (500 total armor pts) 19.50

Standard Scale Armor Pts

Location: L / R

Fore: 160

Left/Right Wings: 120/120

Aft: 100

Cargo:

Bay 1: Cargo (1) with 3 doors 54.60

Crew and Passengers:

1 Officers (0 minimum) 1.00

2 Crew (2 minimum) 2.00

1 Gunners (1 minimum) 1.00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 LRM 20 Nose 12 12 12 -- 6 5.00

Ammo (LRM 20) 12 --- 2.00

1 Ultra AC/5 Nose 7 7 7 -- 2 7.00

Ammo (Ult AC/5) 40 --- 2.00

1 Medium Pulse Laser RW 7 7 -- -- 4 2.00

1 Medium Pulse Laser LW 7 7 -- -- 4 2.00

1 Medium Pulse Laser RW(A) 7 7 -- -- 4 2.00

1 Medium Pulse Laser LW(A) 7 7 -- -- 4 2.00

------------------------------------------------------------------------------

TOTALS: Heat: 24 185.00

Tons Left: .00

Calculated Factors:

Total Cost: 13,041,772 C-Bills

Battle Value: 1,884

Cost per BV: 6,922.38

Weapon Value: 3,060 (Ratio 1.62)

Damage Factors: SRV 45; MRV 39; LRV 5; ERV 0

Maintenance: Maintenance Point Value (MPV) 2,284

(776 Structure, 765 Life Support, 743 Weapons)

Support Points (SP) 5,289 (232 of MPV)

BattleForce2: MP: 5, Armor/Structure: 13 / 0

Damage PB/M/L: 3/3/2, Overheat: 0

Class: DS; Point Value: 19

Specials: if

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Gray Fox (BA Transport)

Tech: Clan / 3029

Vessel Type: Aerodyne DropShip

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 1,700 tons

Hull: SFY-55

Power Plant: Yoyodyne Series Beta-12 Standard

Safe Thrust: 8

Maximum Thrust: 12

Armor Type: Federal Armorworks FerroAluminum

Armament:

4 Series 6b ER Large Laser

2 Series 1 ER Small Laser

1 Irrlicht Gamma Series Ultra AC/20

2 Type XX "Great Bow" LRM 20+ArtIV

3 Ripper Series A1 ER PPC

9 Series 2b ER Medium Laser

2 Type Mu LB 10-X AC

Manufacturer: San Francisco Shipyards

Location: New America System

Communications System: TSC-3015

Targeting & Tracking System: M-1290 TTS

------------------------------------------------------------------------------

Overview:

The USR is known for its widespread and wholesale embrace of Battle Armored

infantry. Thus, it would not and is not surprising to find more than one class

of transport designed for such forces.

The ship was designed during the height of the Fourth Seccession War, when

it became clear to the Republic that Hanse Davion and his military planners

had rediscovered the idea of mobile strategic warfare. With this powerful

concept in the hands of the most potent military in the Inner Sphere, which

also happened to be one of the closest Inner Sphere powers to Republic space,

the United Systems' Armed Forces general staff immediately called for a

plethora of new ship designs that could support any Republic actions in the

face of a theoretical assault by FedSuns forces.

Capabilities:

The Gray Fox is built along the paradigm of moving its deadly cargo quickly

to a drop zone and giving the battle armored troopers excellent protection

while in transit. To accompish these goals, the Gray Fox is equipped with a

massive Beta-12 drive system, which can propel the Gray Fox at a steady pace

of four gees, with burst capability of up to six full gees. This makes the

Gray Fox able to outrun or at least pace all known assault ship designs, and

only the quickest fighters can catch her.

The design also mounts an impressive forty-nine and a half tons of

Ferro-Aluminum armor, which gives the Gray Fox the equivilent protection of a

small WarShip.

The ship does have, however, some drawbacks. Most notable is the light

armament, which is decent for a light transport. However, given the Gray Fox's

abilities, the design could have easily been turned into a potent assault ship

had she been given a heavier armament.

Another drawback is the lack of supplies available to the vessel. The

Republic shows its reluctance to engage in prolonged conflicts with this

design, though recent additions to the fleet have managed to counter this

problem.

Deployment

The first Gray Fox-class vessel launched from the San Francisco Shipyards,

a facility orbiting the Republic capitol planet of Washington, in July of

3029. Since then, over four dozen of these ships have been built, though

official numbers remain hazy as the Republic seeks to obscure its strength

from outside sources. However, reliable information indicates that as many as

sixty of these craft have been built and distributed across the Republic. The

widespread use of this design in Operation Loki certainly lends creadence to

this total.

------------------------------------------------------------------------------

Class/Model/Name: Gray Fox (BA Transport)

Mass: 1,700 tons

Equipment: Mass

Power Plant, Drive & Control: 830.00

Thrust: Safe Thrust: 8

Maximum Thrust: 12

Structural Integrity: 12 102.00

Total Heat Sinks: 86 Double 45.00

Fuel & Fuel Pumps: 102.00

Bridge, Controls, Radar, Computer & Attitude Thrusters: 13.00

Fire Control Computers: .00

Food & Water: (69 days supply) 26.50

Armor Type: Ferro-aluminum (1,236 total armor pts) 49.50

Standard Scale Armor Pts

Location: L / R

Fore: 350

Left/Right Wings: 303/303

Aft: 280

Cargo:

Bay 1: Battle Armor Points/Squads (11) with 4 doors 110.00

Cargo (1) 165.00

Life Boats: 5 (7 tons each) 35.00

Escape Pods: 5 (7 tons each) 35.00

Crew and Passengers:

2 Officers (1 minimum) 20.00

5 Crew (2 minimum) 35.00

4 Gunners (4 minimum) 28.00

66 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

2 ER Large Laser Nose 3(25) 2(20) 2(20) 2(20) 24 8.00

1 ER Small Laser 2 .50

1 Ultra AC/20(30 rounds) Nose 3(30) 3(30) -- -- 14 18.00

2 LRM 20+ArtIV(36 rounds) Nose 3(32) 3(32) 3(32) -- 12 18.00

1 ER PPC L/RW 2(15) 2(15) 2(15) -- 30 12.00

3 ER Medium Laser L/RW 3(31) 3(31) 1(10) 1(10) 30 6.00

1 ER Large Laser 24 8.00

1 LB 10-X AC(20 rounds) L/RW 1(6) 1(6) -- -- 4 24.00

1 ER PPC Aft 2(15) 2(15) 2(15) -- 15 6.00

3 ER Medium Laser Aft 3(26) 2(21) -- -- 15 3.00

1 ER Small Laser 2 .50

------------------------------------------------------------------------------

TOTALS: Heat: 172 1,700.00

Tons Left: .00

Calculated Factors:

Total Cost: 349,340,400 C-Bills

Battle Value: 9,184

Cost per BV: 38,037.94

Weapon Value: 10,725 (Ratio 1.17)

Damage Factors: SRV 213; MRV 160; LRV 33; ERV 0

Maintenance: Maintenance Point Value (MPV) 26,182

(10,382 Structure, 12,150 Life Support, 3,650 Weapons)

Support Points (SP) 12,942 (49 of MPV)

BattleForce2: MP: 8, Armor/Structure: 21 / 20

Damage PB/M/L: 19/19/10, Overheat: 0

Class: DS; Point Value: 92

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Landing Ship, Tank

Tech: Clan / 3023

Vessel Type: Spheroid DropShip

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 1,200 tons

Hull: KRA-6K0W

Power Plant: WHI Surethrust 11 Standard

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Homespun 89 Standard

Armament:

8 Series GAA-22 Rapid-Fire Ultra AC/2

12 Kolibri Delta Series Medium Pulse Laser

4 Clan Mk. XVII ER PPC

2 Type 20 "Great Bow" LRM 20+ArtIV

4 Kolibri Delta Series Large Pulse Laser

Manufacturer: Warsaw Heavy Industries, Salamis Shipsmiths Inc

Location: Warsaw (WHI), Salamis (SSI)

Communications System: OPTS-5000

Targeting & Tracking System: Model G-7 "Buckler"

------------------------------------------------------------------------------

Overview:

An avid user of combined-arms formations, the Republic's USAF has made it a

goal to maintain enough transport so that tanks and other combat vehicles can

be moved as easily as battlemechs or aerospace fighters across interplanetary

and interstellar distances.

However, as new 'mech carriers built with Clan Technology received priority

for construction, most armored formations were assigned old, obsolescient

transports. To counter this trend, the USAF general staff solicited proposals

from various ship manufacturers in the Republic for a new class of tank

carrying dropship that would be effective, safe, and cheap. After an intense

competition, a design by Warsaw Heavy Industries made the cut.

Capabilities:

Designed along the lines of "Faster, Better, Cheaper," the LST-class is one

of the smallest troop transports in use throughout the Human Sphere. Massing

in at a mere 1,200 tons, the design is an oddity when compared to WHI's usual

preponderance for heavier ship and 'mech designs.

Nevertheless, WHI has made the best of the ship's small interior, managing

to fit in enough bays to carry a full lance of even the heaviest assault

tanks. This precious cargo is well defended with an astounding (for its size)

forty-three tons of standard armor, and as well with an arsenal that carries

an unusual mix of ranged and accurate weaponry.

The LST, alas, faces much the same problem as with most Republic ship

designs; It lacks any sort of extensive supply reserves, carrying a mere

twenty-one tons of cargo space; barely enough to keep the ship running, let

alone keep its lance supplied.

However, this may not be entirely a bad thing. In this manner, the Republic

can discourage avdenterous military commanders from launching unsanctioned

raids. In addition, the LST is made primarily for the Republic's traditional

style of warfare; strike hard, strike fast, and win quick.

Variants:

Although not a real variant, as the ship was designed this way, but some

LSTs have been modified to accomodate up to eight light vehicles instead of

four heavy ones. The LST can be reconfigured for this arrangement in as little

as a day, though persistant rumors indicate that some crews can accomplish

this transition in an unlikely twelve hours.

Deployment

The LST class has been nearly mass-produced by Warsaw Heavy Industries, and

a good number have been built under license from Salamis Shipsmiths. Dozens of

these ships are either in active service, ferrying forces back and forth, or

they have been placed in reserve depots against some dark day.

The design favored fairly well during Operations Tellus Libertas, and Loki,

respectively the liberation of Terra and the assault on the Chaos March. The

ships, when escorted properly, could easily smash through an enemy fighter

screen so that it could disgorge its cargo. However, a pair of these ships

were shot down by Blakest fighters over Epsilon Eridani, after a

miscommunication sent their fighter escort along the wrong entry vector.

------------------------------------------------------------------------------

Class/Model/Name: Landing Ship, Tank

Mass: 1,200 tons

Equipment: Mass

Power Plant, Drive & Control: 366.00

Thrust: Safe Thrust: 5

Maximum Thrust: 8

Structural Integrity: 12 29.00

Total Heat Sinks: 88 Double 39.00

Fuel & Fuel Pumps: 51.00

Bridge, Controls, Radar, Computer & Attitude Thrusters: 9.00

Fire Control Computers: .00

Food & Water: (49 days supply) 10.00

Armor Type: Standard (908 total armor pts) 43.00

Standard Scale Armor Pts

Location: L / R

Fore: 240

Left/Right Sides: 226/226

Aft: 216

Cargo:

Bay 1: Heavy Vehicles (51-100T) (4) with 2 doors 400.00

Bay 2: Cargo (1) with 1 door 21.00

Escape Pods: 4 (7 tons each) 28.00

Crew and Passengers:

1 Officers (1 minimum) 10.00

3 Crew (3 minimum) 21.00

5 Gunners (5 minimum) 35.00

32 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

2 Ultra AC/2(90 rounds) Nose 1(6) 1(6) 1(6) 1(6) 4 12.00

4 Medium Pulse Laser Nose 3(28) 3(28) -- -- 16 8.00

2 ER PPC Nose 3(30) 3(30) 3(30) -- 30 12.00

2 Ultra AC/2(90 rounds) FL/R 1(6) 1(6) 1(6) 1(6) 8 24.00

4 Medium Pulse Laser FL/R 3(28) 3(28) -- -- 32 16.00

1 LRM 20+ArtIV(18 rounds) FL/R 2(16) 2(16) 2(16) -- 12 18.00

1 ER PPC AL/R 2(15) 2(15) 2(15) -- 30 12.00

2 Ultra AC/2(90 rounds) Aft 1(6) 1(6) 1(6) 1(6) 4 12.00

4 Large Pulse Laser Aft 4(40) 4(40) 4(40) -- 40 24.00

------------------------------------------------------------------------------

TOTALS: Heat: 176 1,200.00

Tons Left: .00

Calculated Factors:

Total Cost: 229,045,600 C-Bills

Battle Value: 7,123

Cost per BV: 32,155.78

Weapon Value: 9,041 (Ratio 1.27)

Damage Factors: SRV 230; MRV 197; LRV 52; ERV 0

Maintenance: Maintenance Point Value (MPV) 13,489

(3,433 Structure, 5,710 Life Support, 4,346 Weapons)

Support Points (SP) 9,229 (68 of MPV)

BattleForce2: MP: 5, Armor/Structure: 15 / 15

Damage PB/M/L: 7/7/4, Overheat: 0

Class: DS; Point Value: 71

Specials: sph

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Apollo Transport

Tech: Clan / 3030

Vessel Type: Spheroid DropShip

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 4,100 tons

Power Plant: Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Ferro-aluminum

Armament:

24 ER Large Laser

3 ER Medium Laser

24 Large Pulse Laser

5 Gauss Rifle

4 LRM 20+ArtIV

3 Medium Pulse Laser

------------------------------------------------------------------------------

Overview:

With the reorganization of the Army in the early 29th Century, the General

Staff soon discovered that the existing transport dropship designs were

inadequate to moving the kind of foreces they previously could handle with

ease. I.e., company-sized transports like the Union now could only carry about

three-quarters of a mech company, and the combined-arms nature of the new

organization meant that the company being transported might not even need

twelve mech bays.

As a result, construction on new transport dropships halted until new

designs could be built to make the Military Starlift Command more flexible in

transporting ground units. The addition of Clan-technology in the early 31st century has also complicated matters, and so the General Staff called for a new standardized transport.

Capabilities:

Designed to transport the most common type of army company, the Apollo is

made to carry the forces to their destination in relative comfort (for a

military vessel) and more importantly, safely. To these ends, the Apollo is

provided with a large amount of ferro-aluminum armor, forming a thick hide

that is only matched or exceeded by assault dropships and warships.

To fend off enemy attacks, the ship mounts a large array of lasers, both

pulse and extended-range, gauss rifles, and LRM launchers. This array is not

enough to fend off a determined attck from an organized power, like a Great

House or Clan fighter unit, but it is enough to ensure that the Apollo is no

easy target. With a fighter escort, the Apollo is a hard target, indeed.

Battle History:

Apollos have served in many of the border conflicts with the Fourth Reich

and the various pirate bands that continue to be a threat. Operation Tellus

Libertas proved the worth of these craft in a large-scale operation, where

several landed companies behind enemy lines for raiding, and others

participated in the diversionary attacks in the Chaos March.

Variants:

Over the years, many units have modified their Apollos to carry either

more vehicles, Mechs, or even some Battle Armor, usually at the cost of the

other types of units normally transported.

Deployment

Built in moderate numbers to suppliment the refitted Star League-era

dropship transports, the Apollo can be found in every fleet and with nearly

every Army Unit that has permanent transport assigned.

------------------------------------------------------------------------------

Class/Model/Name: Apollo Transport

Mass: 4,100 tons

Equipment: Mass

Power Plant, Drive & Control: 1,000.50

Thrust: Safe Thrust: 4

Maximum Thrust: 6

Structural Integrity: 11 90.50

Total Heat Sinks: 292 Double 210.00

Fuel & Fuel Pumps: 113.00

Bridge, Controls, Radar, Computer & Attitude Thrusters: 31.00

Fire Control Computers: .00

Armor Type: Ferro-aluminum (992 total armor pts) 39.50

Standard Scale Armor Pts

Location: L / R

Fore: 290

Left/Right Sides: 250/250

Aft: 202

Cargo:

Bay 1: BattleMechs (8) with 2 doors 1,200.00

Bay 2: Heavy Vehicles (51-100T) (4) with 1 door 400.00

Light Vehicles (to 50T) (4) with 1 door 200.00

Bay 3: Cargo (1) with 1 door 231.50

Life Boats: 6 (7 tons each) 42.00

Escape Pods: 6 (7 tons each) 42.00

Crew and Passengers:

3 Officers (3 minimum) 30.00

5 Crew (2 minimum) 35.00

11 Gunners (11 minimum) 77.00

68 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

4 ER Large Laser Nose 6(61) 6(61) 4(40) 4(40) 48 16.00

3 ER Medium Laser 15 3.00

4 Large Pulse Laser Nose 4(40) 4(40) 4(40) -- 40 24.00

1 Gauss Rifle(24 rounds) Nose 2(15) 2(15) 2(15) -- 1 15.00

4 ER Large Laser FL/R 4(40) 4(40) 4(40) 4(40) 96 32.00

4 Large Pulse Laser FL/R 4(40) 4(40) 4(40) -- 80 48.00

2 Gauss Rifle(48 rounds) FL/R 3(30) 3(30) 3(30) -- 4 60.00

4 ER Large Laser AL/R 4(40) 4(40) 4(40) 4(40) 96 32.00

4 Large Pulse Laser AL/R 4(40) 4(40) 4(40) -- 80 48.00

2 LRM 20+ArtIV(30 rounds) AL/R 3(32) 3(32) 3(32) -- 24 34.00

4 ER Large Laser Aft 4(40) 4(40) 4(40) 4(40) 48 16.00

4 Large Pulse Laser Aft 6(61) 6(61) 4(40) -- 40 24.00

3 Medium Pulse Laser 12 6.00

------------------------------------------------------------------------------

TOTALS: Heat: 584 4,100.00

Tons Left: .00

Calculated Factors:

Total Cost: 545,018,320 C-Bills

Battle Value: 16,289

Cost per BV: 33,459.29

Weapon Value: 14,879 (Ratio .91)

Damage Factors: SRV 628; MRV 528; LRV 223; ERV 0

Maintenance: Maintenance Point Value (MPV) 38,956

(11,202 Structure, 14,355 Life Support, 13,399 Weapons)

Support Points (SP) 55,575 (143 of MPV)

BattleForce2: MP: 4, Armor/Structure: 17 / 16

Damage PB/M/L: 23/23/23, Overheat: 0

Class: DM; Point Value: 163

Specials: sph

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Diomedes (Assault Ship)

Tech: Clan / 3015

Vessel Type: Aerodyne DropShip

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 4,600 tons

Length: 122 meters

Power Plant: Standard

Safe Thrust: 8

Maximum Thrust: 12

Armor Type: Ferro-aluminum

Armament:

16 ER PPC

16 ER Large Laser

3 Ultra AC/20

3 ATM 12

6 Large Pulse Laser

8 ER Medium Laser

1 ER Small Laser

------------------------------------------------------------------------------

Overview:

With the acquisition of Clan technology in the early 31st Century, the

Republic soon found most of its primary assault dropships obsolete. The

Achillies, one of the primere assault ship designs for the Inner Shpere and

the Republic, was one of these casualties, and so calls went out for a

replacement.

In 3014, the newly-founded Salamis Shipsmiths Incorporated sumbitted a

proposal for a larger, redesigned version of the Achillies. Adopting the

design quickly, the Federal Navy commissioned it after the legendary Greek hero who

faced the Gods... And lived.

Capabilities:

The design team at SSI quickly identified the best attributes of the

Achilles, and they went about designing their new ship to emhpasize these.

Chief amongst these were the heavy weapons array, with its PPCs and large-bore

autocannons making the ships a formidible foe. The team decided to increase

this loadout, adding whole banks of particle cannons, lasers, LRM launchers,

and several turret-mounted ultra autocannons. The arsenal of the Diomedes can

lay waste to whole fighter squadrons in a single salvo, and anything smaller

than a WarShip would find itself ripped to shreds. Indeed, even older-model

corvettes from the Star League era would find the Diomedes an opponent better

off not fought.

Making this array even more fearsome is the massive amounts of armor that

the Diomedes mounts. Over 67.5 tons of Ferro-Aluminum armor are spread around

the compact frameof the ship, giving the Diomedes the ability to survive even

direct hits from even a massive 40 series naval autocannon.

Alas, all of this performance comes at a cost. The Diomedes is over 100

tons heavier than its predecessor, and it does not carry any marines, either

armored or not. In addition, the ship also does not carry any small craft, save the pair of fighters left over from the original Achillies design. Some have said that this is a major drawback, given the effectiveness of the Achilles with its boarding capabilities. However, the numerous capable dropship and assault shuttle transports for the Navy's Mobile Infantry makes this 'drawback' almost entirely unnoticable.

Deployment

Salamis Shipsmiths has been building this design since it was introduced in

3015. Their production capability is somewhat limited, and so only a single

ship of this type has been built per year. Nevertheless, this gives the

Federal Navy over fifty of these potent assault craft for their fleets.

SSI, meanwhile, has halted production for now, though the machinery tools

and molds needed to restart production have not been destroyed, per usual

industrial procedure, but rather, they have been disassembled and moved to a

secure storage facility. The location of this facility is classified, but it

is believed to be in one of the Republic's semi-secret "Omega Depots."

------------------------------------------------------------------------------

Class/Model/Name: Diomedes (Assault Ship)

Mass: 4,600 tons

Equipment: Mass

Power Plant, Drive & Control: 2,245.00

Thrust: Safe Thrust: 8

Maximum Thrust: 12

Structural Integrity: 15 345.00

Total Heat Sinks: 300 Double 188.00

Fuel & Fuel Pumps: 408.00

Bridge, Controls, Radar, Computer & Attitude Thrusters: 35.00

Fire Control Computers: .00

Food & Water: (136 days supply) 15.00

Armor Type: Ferro-aluminum (1,680 total armor pts) 67.50

Standard Scale Armor Pts

Location: L / R

Fore: 460

Left/Right Wings: 420/420

Aft: 380

Cargo:

Bay 1: Fighters (2) with 2 doors 300.00

Bay 2: Cargo (1) with 2 doors 530.00

Escape Pods: 4 (7 tons each) 28.00

Crew and Passengers:

3 Officers (3 minimum) 30.00

6 Crew (2 minimum) 42.00

9 Gunners (9 minimum) 63.00

4 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

4 ER PPC Nose 6(60) 6(60) 6(60) -- 60 24.00

4 ER Large Laser Nose 4(40) 4(40) 4(40) 4(40) 48 16.00

1 Ultra AC/20(40 rounds) Nose 3(30) 3(30) -- -- 14 20.00

1 ATM 12(30 rounds) Nose 3(30) 2(20) 1(10) 1(10) 8 13.00

2 Large Pulse Laser Nose 2(20) 2(20) 2(20) -- 20 12.00

4 ER PPC L/RW 6(60) 6(60) 6(60) -- 120 48.00

4 ER Large Laser L/RW 4(40) 4(40) 4(40) 4(40) 96 32.00

1 Ultra AC/20(40 rounds) L/RW 3(30) 3(30) -- -- 28 40.00

1 ATM 12(30 rounds) L/RW 3(30) 2(20) 1(10) 1(10) 16 26.00

2 Large Pulse Laser L/RW 2(20) 2(20) 2(20) -- 40 24.00

4 ER Medium Laser L/RW(A) 3(28) 3(28) -- -- 40 8.00

4 ER PPC Aft 6(60) 6(60) 6(60) -- 60 24.00

4 ER Large Laser Aft 5(45) 4(40) 4(40) 4(40) 48 16.00

1 ER Small Laser 2 .50

------------------------------------------------------------------------------

TOTALS: Heat: 600 4,600.00

Tons Left: .00

Calculated Factors:

Total Cost: 796,458,600 C-Bills

Battle Value: 25,298

Cost per BV: 31,483.07

Weapon Value: 19,835 (Ratio .78)

Damage Factors: SRV 620; MRV 493; LRV 141; ERV 0

Maintenance: Maintenance Point Value (MPV) 71,146

(35,223 Structure, 23,550 Life Support, 12,373 Weapons)

Support Points (SP) 20,595 (29 of MPV)

BattleForce2: MP: 8, Armor/Structure: 28 / 28

Damage PB/M/L: 52/52/37, Overheat: 0

Class: DM; Point Value: 253

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Charleston (Attack Transport)

Tech: Clan / 3024

Vessel Type: Aerodyne DropShip

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 4,800 tons

Power Plant: Standard

Safe Thrust: 3

Maximum Thrust: 5

Armor Type: Ferro-aluminum

Armament:

8 ER Large Laser

1 ER Medium Laser

16 Large Pulse Laser

1 Ultra AC/20

5 Gauss Rifle

6 LRM 15

------------------------------------------------------------------------------

Overview:

The changes in doctrine and organization that differentiate the Republic

Army from its Inner Sphere cousins have resulted in DropShip designs that are

best suited to the different tactics.

Many of these designs, however, while potent, are a bit too specialzed.

Many lack cargo space for anything more than food, water, and minimal spare

parts. In the past, this was usually not a major problem, as operations

against pirate forces and clandestine raids against Successor State or Clan

planets that the Army usually conducted did not require large amounts of

supplies.

However, with the threat of a Clan invasion of the Republic possible, the

General Staff realized that their logistics network relied entirely upon

civilian designs for moving supplies. Although this usually meant that

shipping material was cheap and efficiently done, it also meant that they were

increadibly vulnerable to attack. In addition, any prolonged offensive

operation - which the Republic would have used to counter an invasion - would

require lots of supplies, supplies that would have to be guarded like the

proverbial Fort Knox of Terra, thus requiring escorts for the lightly armed

cargo ships.

Thus, several firms and the Naval Design Beareu were solicited for a new

transport design that could fend for itself in most combat situations that are

likely to arise from enemy raids against shipping.

Eventually, a design by Wasaw Heavy Industries was selected. Thus was born

the "Charleston" class Attack Transport.

Capabilities:

The Charleston was given an aerodyne shape by its builders for ease of

operation, since aerodynes are more stable in atmosphere and have little

trouble reentering. The fact that an aerodyne needs a landing strip was not

considered a problem on offensive or defensive missions. In the latter, a

planet receiving the supplies carried is almost always a friendly planet with

sufficient landing strips. In the case of the former, even a well-armed and

armored transport like the Charleston is not sent in until a stable beachhead

is secured, instead supplies are delivered via dropshuttles.

The Charleston, however, is expected to go into areas that may result in it

coming under fire, either in transit or on the ground. To defend the craft,

the designers at Warsaw Heavy Industries reinforced the internal structure,

and gave the craft excellent protection with thirty-seven-and-a-half tons of

Ferro-Aluminum armor. Although not as heavy as some assault dropships'

protection, this is usally more than enough to fend off enemy fighters or

smaller dropships.

Further helping the Charleston's survival rating is its impressive arsenal.

The design features not less than twenty-four large lasers of both the pulse

and extended-range variety, five gauss rifles, six LRM-15 launch racks, and an

Ultra AC-20 in the nose for added protection. Again, this is not the heaviest

arsenal mounted on a dropship, but it is much heavier than what cargo ships

usually carry.

The Charleston wouldn't be very effective in its role if it didn't carry a

good amount of cargo. In this case, the design carries just over three

thousand tons of cargo diveded into two holds, giving the Charleston the

ability to carry approximately sixty-five percent of its mass as cargo. Each

hold, furthermore, has three access doors, allowing for quick unloading, thus

reducing the time the Charleston needs to remain on-planet and therefore

reducing the risk to the vessel should it be assigned to supply an invasion

force.

The one area the Charleston could be considered lacking is its engine

compartment. The design uses an older, Series 2860 drive system that can only

maintain about 1.5Gs, with a burst capability of 2.5Gs. This is slower than

most standardized Federal troop transports, and indeed, even slower than many

WarShips assigned escort duty. It was deemed neccessary, however, in light of

the need for excellent cargo capacity and the defensive abilities needed in

the design requirements to keep the engine size down. This is, however, not

considered a major drawback, as the Charleston is usually not sent in until

aerospace superiority is assured, or at least denied to the enemy.

Battle History:

The Charleston went to its first major test during Operation Tellus

Libertas. There, a supply group of three Charlestons making a run to the 6th

Division's aera of operation in Africa fell under attack from a

previously-hidden Word of Blake Fighter squadron group consisting of fourteen

fighters. The Blakests were surprised as the heavy firepower of the

Charlestons tore into their craft at long range, and then were further

surprised at the well-armored hide protecting the craft. The Blakest squadron

disengaged when a Republic interceptor squadron arrived on scene. Only five

Blakest ships survived, and none of them escaped without heavy damage.

Two days later, the secret aerodrome was discovered and attacked by elements

of the 6th Division.

Deployment

First built in 3024, the Charleston has been built in steady numbers ever

since. Almost every Army Division has several of these ships for transporting

cargo, and the Navy has a large amount that they keep in reserve for major

combat operations.

------------------------------------------------------------------------------

Class/Model/Name: Charleston (Attack Transport)

Mass: 4,800 tons

Equipment: Mass

Power Plant, Drive & Control: 878.50

Thrust: Safe Thrust: 3

Maximum Thrust: 5

Structural Integrity: 9 216.00

Total Heat Sinks: 155 Double 112.00

Fuel & Fuel Pumps: 123.00

Bridge, Controls, Radar, Computer & Attitude Thrusters: 36.00

Fire Control Computers: .00

Food & Water: (67 days supply) 4.00

Armor Type: Ferro-aluminum (936 total armor pts) 37.50

Standard Scale Armor Pts

Location: L / R

Fore: 280

Left/Right Wings: 228/228

Aft: 200

Cargo:

Bay 1: Cargo (1) with 3 doors 1,511.00

Bay 2: Cargo (1) with 3 doors 1,511.00

Life Boats: 3 (7 tons each) 21.00

Crew and Passengers:

2 Officers (2 minimum) 20.00

3 Crew (3 minimum) 21.00

7 Gunners (7 minimum) 49.00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

2 ER Large Laser Nose 3(27) 3(27) 2(20) 2(20) 24 8.00

1 ER Medium Laser 5 1.00

4 Large Pulse Laser Nose 4(40) 4(40) 4(40) -- 40 24.00

1 Ultra AC/20(40 rounds) Nose 5(45) 5(45) 2(15) -- 14 20.00

1 Gauss Rifle(24 rounds) 1 15.00

2 ER Large Laser L/RW 2(20) 2(20) 2(20) 2(20) 48 16.00

4 Large Pulse Laser L/RW 4(40) 4(40) 4(40) -- 80 48.00

1 Gauss Rifle(24 rounds) L/RW 2(15) 2(15) 2(15) -- 2 30.00

2 LRM 15(40 rounds) L/RW 2(18) 2(18) 2(18) -- 20 24.00

1 Gauss Rifle(24 rounds) L/RW(A) 2(15) 2(15) 2(15) -- 2 30.00

2 ER Large Laser Aft 2(20) 2(20) 2(20) 2(20) 24 8.00

4 Large Pulse Laser Aft 4(40) 4(40) 4(40) -- 40 24.00

2 LRM 15(40 rounds) Aft 2(18) 2(18) 2(18) -- 10 12.00

------------------------------------------------------------------------------

TOTALS: Heat: 310 4,800.00

Tons Left: .00

Calculated Factors:

Total Cost: 461,807,280 C-Bills

Battle Value: 9,881

Cost per BV: 46,736.9

Weapon Value: 11,146 (Ratio 1.13)

Damage Factors: SRV 386; MRV 324; LRV 136; ERV 0

Maintenance: Maintenance Point Value (MPV) 39,465

(22,028 Structure, 9,385 Life Support, 8,052 Weapons)

Support Points (SP) 13,730 (35 of MPV)

BattleForce2: MP: 3, Armor/Structure: 16 / 15

Damage PB/M/L: 31/31/27, Overheat: 0

Class: DM; Point Value: 99

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Independence Carrier

Tech: Clan / 3060

Vessel Type: Aerodyne DropShip

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 35,000 tons

Power Plant: Standard

Safe Thrust: 4

Maximum Thrust: 6

Armor Type: Ferro-aluminum

Armament:

3 Killer Whale

18 ER Large Laser

8 Large Pulse Laser

2 AMS

8 Ultra AC/20

20 ER PPC

3 LRM 20+ArtIV

16 Heavy Medium Laser

------------------------------------------------------------------------------

Overview:

A new design just entering service in the mid 3060s, the Republic-designed

Independence is a fearsome fighter-carrier capable of carrying a complete

fighter regiment into battle where WarShips may be too valuable to risk.

Capabilities:

Originally envisioned as a massive assault ship, the design that would

become the Independence was initially to have incorporated a large array of

capital missiles and fighter-scale autocannons. However, preliminary designs

showed that the ship was well suited for carrying fighters, and soon the

single-squadron capacity was increased to two squadrons, and then up to three.

Eventually, the design was reworked into a potent fighter carrier.

The design retains some of the assault-ship characteristics from its

preliminary design phase, including a decent thrust ability, massive amounts

of armor, and an arsenal of weaponry that is fearsome to any captain

commanding less than a full WarShip.

The centerpiece of the armament of the Independence is its three Killer

Whale missile launchers, each supplied with ten ready-to-fire missiles. This

allows the Independence to support its fighters at long range against enemy

DropShips and WarShips, if neccessary. Further firepower is granted by a

plethora of pulse and extended-range lasers, ultra-class autocannons, and ER

PPCs. Meanwhile, a piar of AMS systems can intercept enemy missile streams,

lessening the reliance of the mothership on her fighters.

Notable Vessels & Crews:

USS Independence - This ship participated in the Battle of Luna-L2, where the

Blakest-captured Yggdrasil and a currently-unkown Eagle-class Frigate

attempted to outflank Republic WarShips by jumping in at the Lagrange point

bewteen Terra and Luna. The Independence and her fighter compliment were

insturmental in not only protecting the trailing transports, but setting up a

nasty ambush that eventually led to the second surrender of the Yggdrasil.

Deployment

Currently, five of these massive DropShips have been completed. Two

participated in Operation Tellus Libertas, including the Nameship. They both

aquitted themselves well in battle, and their fighter capacity proved

effective in staging strikes against Blakest forces too focused in on the

Republic WarShips.

The fifth ship, the USS Cabot, has recently gone absent from its normal post

over the immensely valuable planet of New Honshu, along with several other

dropships, jumpships, and warships. Our analysts believe that they may be

involved in some unkown military operation beyond even Republic space, though

what sort of threat that deep into the Great Expanse would merit such awesome

firepower remains unanswered, especially with the massive move that Clan Snow

Raven has begun.

(Note: ROM is currently trying to place agents in the Republic, and

the reason for this mysterious military operation is a top priority. The time

prior to the Clan Invasion had similar such happenstances, and the eerie

coincidences have many top-level analysts worried. We shall keep you informed,

Precentor Martial, should anything new develop.)

------------------------------------------------------------------------------

Class/Model/Name: Independence Carrier

Mass: 35,000 tons

Equipment: Mass

Power Plant, Drive & Control: 8,540.00

Thrust: Safe Thrust: 4

Maximum Thrust: 6

Structural Integrity: 52 9,100.00

Total Heat Sinks: 450 Double 23.00

Fuel & Fuel Pumps: 918.00

Bridge, Controls, Radar, Computer & Attitude Thrusters: 263.00

Fire Control Computers: 24.00

Food & Water: (123 days supply) 125.00

Armor Type: Ferro-aluminum (2,174 total armor pts) 234.00

Standard Scale Armor Pts

Location: L / R

Fore: 560

Left/Right Wings: 540/540

Aft: 534

Cargo:

Bay 1: Fighters (36) with 4 doors 5,400.00

Small Craft (2) 400.00

Bay 2: Fighters (36) with 4 doors 5,400.00

Small Craft (2) 400.00

Bay 3: Cargo (1) with 2 doors 1,271.00

Life Boats: 16 (7 tons each) 112.00

Escape Pods: 16 (7 tons each) 112.00

Crew and Passengers:

6 Officers (6 minimum) 60.00

18 Crew (5 minimum) 126.00

16 Gunners (16 minimum) 112.00

164 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 Killer Whale(10 msls) Nose 4 4 4 4 20 650.00

8 ER Large Laser Nose 8(80) 8(80) 8(80) 8(80) 96 32.00

8 Large Pulse Laser Nose 8(80) 8(80) 8(80) -- 80 48.00

1 AMS(48 rounds) Nose -- -- -- -- 1 2.50

1 Killer Whale(10 msls) L/RW 4 4 4 4 40 1,300.00

4 Ultra AC/20(100 rounds) L/RW 12(120)12(120) -- -- 112 136.00

4 ER Large Laser L/RW 4(40) 4(40) 4(40) 4(40) 96 32.00

2 ER PPC L/RW 3(30) 3(30) 3(30) -- 60 24.00

1 LRM 20+ArtIV(30 rounds) L/RW 2(16) 2(16) 2(16) -- 12 22.00

8 Heavy Medium Laser L/RW(A) 8(80) -- -- -- 112 16.00

4 ER PPC L/RW(A) 6(60) 6(60) 6(60) -- 120 48.00

8 ER PPC Aft 12(120)12(120)12(120) -- 120 48.00

2 ER Large Laser Aft 2(20) 2(20) 2(20) 2(20) 24 8.00

1 LRM 20+ArtIV(30 rounds) Aft 2(16) 2(16) 2(16) -- 6 11.00

1 AMS(48 rounds) Aft -- -- -- -- 1 2.50

------------------------------------------------------------------------------

TOTALS: Heat: 900 35,000.00

Tons Left: .00

Calculated Factors:

Total Cost: 1,675,353,600 C-Bills

Battle Value: 27,602

Cost per BV: 60,696.82

Weapon Value: 23,837 (Ratio .86)

Damage Factors: SRV 1,037; MRV 738; LRV 274; ERV 35

Maintenance: Maintenance Point Value (MPV) 972,778

(924,477 Structure, 27,280 Life Support, 21,021 Weapons)

Support Points (SP) 44,342 (5 of MPV)

BattleForce2: MP: 4, Armor/Structure: 36 / 36

Damage PB/M/L: 70/70/46, Overheat: 0

Class: DL; Point Value: 276

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Rodger Young (Corvette/Raider)

Tech: Clan / 3069

Vessel Type: WarShip

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 250,000 tons

K-F Drive System: (Unknown)

Length: 424 meters

Sail Diameter: 926 meters

Power Plant: Standard

Safe Thrust: 6

Maximum Thrust: 9

Armor Type: Lamellor Ferro-carbide

Armament:

5 NAC/20

2 Light NPPC

2 Medium NPPC

2 NL35

35 ER Large Laser

20 Gauss Rifle

8 AMS

6 ATM 12

Manufacturer: various

Location: various

------------------------------------------------------------------------------

Overview:

With the effectiveness of the Mobile Infantry concept proven with

operations conducted in the Chaos March, the Federal Navy and the Army jointly

proposed a new class of WarShip to make the best use out of the powerful

concept.

Thus, the TCT-X project, as it was codenamed, was born. Recently renamed to

honor the crew of the former USS Rodger Young, who selflessly made a suicidal

stand in the face of Clan Star Adder's naval forces in the Solomons system.

Capabilities:

The TCT-X design team initially proposed a 270,000 ton craft that would

mount minimal naval-grade weaponry and carry dropships and fighters. However,

the design proved difficult to finalize, and the project teetered on the brink

of cancellation.

The saving grace was found one of the design team's engineers' hobbies,

namely historical research. The young man discovered an old tech readout of

the Lyran-built Mako-class Corvette. Seeing the craft's specifications almost

exactly matched the TCT-X Project's goals, he brough the TRO in to show his

collegues. Initially skeptical, the team poured over the data and agreed that

the Mako would make an excellent base for the new design after all.

Although a good base it was, the designers still tweaked the ship's

specifications a bit more. The Broadside NAC-25s were replaced with the same

kind of NAC-20 found in the nose of the craft, simplifying logistics and

increasing the space needed to increase endurance for the craft, which would

have to boost for significant timespans. The design team also increased the

mass by 50,000 tons to further incease the TCT-X's cargo load and fuel

bunkerage. ironically bringing the design closer to the original mass.

Additional changes took the form of upgraded Clan Weaponry, adding ATM-12s

and AMS systems to the hull, and modifying the Original Mako's cooling system

to take into account the more advanced weaponry.

All of this is so the Rodger Young to carry a single M.I. Platoon into

battle. Although this seems strange to devote a WarShip to this - especially

as dropships can carry just as many troops at the same speed - the General

Staff are confident that the new WarShip/MI combo will prove devastating.

Deployment

None of these ships have been finished yet, though the lead vessel - the

Rodger Young - is expected to be completed later this year, with trials and

full commissioning into the fleet in January 3069.

At least one more ship is expected to be built, and the laying-down

cerimony is schedueled to occour after the Rodger Young finishes her main

phase of construction.

------------------------------------------------------------------------------

Class/Model/Name: Rodger Young (Corvette/Raider)

Mass: 250,000 tons

Equipment: Mass

Power Plant, Drive & Control: 90,000.00

Thrust: Safe Thrust: 6

Maximum Thrust: 9

Kearny-Fuchida Hyperdrive: Compact (Integrity 7) 113,125.00

Lithium Fusion Battery 2,500.00

Jump Sail: (Integrity 3) 42.00

Structural Integrity: 50 12,500.00

Total Heat Sinks: 690 Double 221.00

Fuel & Fuel Pumps: 3,162.00

Bridge, Controls, Radar, Computer & Attitude Thrusters: 625.00

Fire Control Computers: .00

Food & Water: (100 days supply) 120.00

Hyperpulse Generator: 50.00

Armor Type: Lamellor Ferro-carbide (290 total armor pts) 236.00

Capital Scale Armor Pts

Location: L / R

Fore: 50

Fore-Left/Right: 48/48

Aft-Left/Right: 48/48

Aft: 48

Cargo:

Bay 1: Small Craft (4) with 2 doors 800.00

Bay 2: Cargo (1) with 2 doors 2,548.00

Bay 3: Battle Armor Points/Squads (11) with 1 door 110.00

Bay 4: Fighters (12) with 2 doors 1,800.00

Grav Deck #1: (75-meter diameter) 50.00

Life Boats: 18 (7 tons each) 126.00

Escape Pods: 18 (7 tons each) 126.00

Crew and Passengers:

25 Officers (21 minimum) 250.00

80 Crew (70 minimum) 560.00

25 Gunners (23 minimum) 175.00

110 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 NAC/20(20 rounds) Nose 20 20 20 -- 60 2,508.00

2 Light NPPC Nose 14 14 14 -- 210 2,800.00

5 ER Large Laser Nose 5(50) 5(50) 5(50) 5(50) 60 20.00

2 Gauss Rifle(32 rounds) Nose 3(30) 3(30) 3(30) -- 2 28.00

1 AMS(72 rounds) Nose -- -- -- -- 1 3.50

5 ER Large Laser FL/R 5(50) 5(50) 5(50) 5(50) 120 40.00

3 Gauss Rifle(40 rounds) FL/R 5(45) 5(45) 5(45) -- 6 82.00

1 AMS(72 rounds) FL/R -- -- -- -- 2 7.00

1 ATM 12(30 rounds) FL/R 3(30) 2(20) 1(10) 1(10) 16 26.00

2 NAC/20(30 rounds) L/RBS 40 40 40 -- 240 10,024.00

1 Medium NPPC L/RBS 9 9 9 9 270 3,600.00

4 ER Large Laser L/RBS 4(40) 4(40) 4(40) 4(40) 96 32.00

4 Gauss Rifle(80 rounds) L/RBS 6(60) 6(60) 6(60) -- 8 116.00

1 AMS(72 rounds) L/RBS -- -- -- -- 2 7.00

4 ER Large Laser AL/R 4(40) 4(40) 4(40) 4(40) 96 32.00

2 ATM 12(90 rounds) AL/R 6(60) 4(40) 2(20) 2(20) 32 64.00

1 AMS(72 rounds) AL/R -- -- -- -- 2 7.00

2 NL35 Aft 7 7 7 -- 104 1,400.00

4 ER Large Laser Aft 4(40) 4(40) 4(40) 4(40) 48 16.00

4 Gauss Rifle(80 rounds) Aft 6(60) 6(60) 6(60) -- 4 58.00

1 AMS(72 rounds) Aft -- -- -- -- 1 3.50

------------------------------------------------------------------------------

TOTALS: Heat: 1,380 250,000.00

Tons Left: .00

Calculated Factors:

Total Cost: 6,537,726,800 C-Bills

Battle Value: 74,788

Cost per BV: 87,416.79

Weapon Value: 32,925 (Ratio .44)

Damage Factors: SRV 2,017; MRV 1,830; LRV 1,188; ERV 389

Maintenance: Maintenance Point Value (MPV) 604,876

(79,406 Structure, 473,312 Life Support, 52,158 Weapons)

Support Points (SP) 155,865 (26 of MPV)

BattleForce2: Not applicable

Classic BattleTech Battle Armor Technical Readout

VALIDATED

Type/Model: Republic Scout Armor

Tech/Era: Clan / 3067 / CBT Rules

Chassis Type: Humanoid

Weight Class: Light Battle Armor (401 - 750 kg)

Rules: Level 2, Standard design

Ground Speed: 10.8 km/h

Jump Capacity: 120 meters

Armor Type: Standard Stealth

Overview:

The proliferation of Inner Sphere battle armor designs was a

wake-up call for the Republic, which had only concentrated on

improved 'Mech, DropShip, and WarShip designs until the Clan

Invasion of 3050.

The new suit designs incorporated concepts and ideas that many

lower-level commanders had been requesting for years, and so

operatives were sent out to gather technical specifications of

many designs.

Amongst these designs was the Grey Death Legion's Scout Armor

design. However, Legion security proved to be too strong,

initially, for Republic agents to infiltrate, and so for several

years, the Republic agents came up empty.

After three years, however, the Republic learned enough through

third-party sources about the capabilities of the GDL's Scout

armor. Although not enough to make a full copy, it was enough that

Republic engineers could design an armor that would approximate

the GDL's design.

After another three years of development, the Republic's Army

and M.I. units had their scout armor.

Capabilities:

Built along the same paradigm as the GDL Scout armor, the

Republic Scout Armor was designed along the idea of moving

quickly, gathering intelligence, and then falling back to report.

To this end, the Scout armor was given an advanced sensor suite

that grants it the same sensing ability of a Beagle Active Probe,

though its range is somewhat more limited. In addition, advanced

stealth armor composits and a jump booster allow the Scout armor

to make good an escape should it run into anything it can't

handle. These two systems alone are credited with saving over a

hundred lives of scout troopers in recent operations on Terra, in

the Chaos March, and in the Star Adder Invasion of the Republic.

Deployment

First produced in early 3058, the RSA design has proliferated

throughout the Republic, and a squad of such armor can be found

attached to nearly every platoon.

------------------------------------------------------------------

Type/Model: Republic Scout Armor

Equipment: Slots Mass

Chassis Type: Light Class Humanoid with HarJel 0 150

Motive System: Ground Movement (1 MP) 0 0

Jump Jets (3 MP) 0 75

Jump Booster (Body+1 Jump MP) 2 125

Armor Type: 6 Points Standard Stealth 4 210

Manipulators:

Left Arm: Armored Glove 0 0

Right Arm: Armored Glove 0 0

Weapons and Equipment Loc Shots Slots Mass

------------------------------------------------------------------

Active Probe Body 2 150

------------------------------------------------------------------

TOTALS: 8 710

Slots & Mass Left: 0 40

Calculated Factors:

Total Cost: 649,500 C-Bills, Including Trooper

Training Costs of 200,000 C-bills

Battle Value: 21 (105 for 5) Weapon Value: 5 (Ratio.24)

Cost per BV: 21,404.76 (w/o Trooper Training costs)

Damage Factors: SRDmg 0 MRDmg 0 LRDmg 0

Mechanized: Travels on OmniMechs

Attacks: Can perform Swarm and Leg attacks

BattleForce2: Class: IB MP: 4J Armor/Structure: 2 / 0

Damage PB/M/L: -/-/- Overheat: 0

Point Value: 1 Specials: mec, prb, car5

CBT:RPG Data: Armor Value (M/B/E/X): 8/7/6/6 Coverage: Full

IR+6, ECM+6, Camo: 0

Melee AP: 0, Target Size Modifier: 0

Movement Modifiers:

Walking: 0, Running: 0, Sprinting: 0

Jump: 120 m/turn

Attribute Modifiers: STR+2, DEX: 0, RFL: -1

Equipment Rating: F/D/E

Created by HeavyMetal Battle Armor

Classic BattleTech Battle Armor Technical Readout

VALIDATED

Type/Model: Marauder Battle Armor

(4 Configurations)

Tech/Era: Clan / 3067 / CBT Rules

Chassis Type: Humanoid

Weight Class: Medium Battle Armor (751 - 1,000 kg)

Rules: Level 2, Standard design

Ground Speed: 10.8 km/h

Jump Capacity: 90 meters

Armor Type: Standard

Overview:

The United Systems' Republic has had acess to Clan technology,

including Elemental battle armor, for decades. However, only

recently has there been a push to develop new designs to better

augument the Republic's armored troopers. Much of this impetous

stems from the Inner Sphere's deployment of numerous designs,

which have also prompted growing development in the Clans.

The Republic has long held the edge in Battle Armored

formations, believing in the suits whole-heartedly. But the new

armor designs began to erode that advantage, and so a new study

was commissioned to create a series of requirements for new,

Republic-specific battle armor.

The Marauder is one of these designs.

Capabilities:

The Marauder began development in late 3061, after agents in

the Inner Sphere militaries uncovered reports showing the prowess

of the new Sphere-designed battle armor when it was used

effectively. In tight confines, Combine Kage and Raiden designs

could out perform Elemental suits, and in open combat, the

longer-ranged guns of battlemechs could overpower a unit provided

exclusively with Elemental armor.

Thus, a prime concern was the flexibility of the new design.

Republic engineers approached the challenge by designing the

Marauder along the lines of an omnimech. Modular ports are thus

mounted in the right arm and body, allowing a unit to reconfigure

its armor prior to battle with weapons more appropriate to the

task at hand.

The Marauder's main configuration, however, uses the newly

developed clan Micro Pulse Laser as its prime weapon, matching the

Elemental's small laser in range and firepower, but improving

accuracy and anti-infantry ability.

Also in the main configuration is a detatchable LRM-2 missile

launcher, which is provided with four full salvos of missles,

giving the Marauder the ability to hurt its enemies at range.

Finally, a standard anti-personnel weapon mount on the left arm

can accomidate almost any hand-held weapon in the Inner Sphere,

Clans, or Republic.

Other configurations have been seen, including ones sporting

SRMs, Support Particle cannons, and Recoiless Rifles.

Deployment

The Marauder had difficulties in development, and so deployment

was delayed until 3065. In the last two years, however, the

Republic has manufactured large amounts of these suits. The

majority have been assigned to the Republic's Mobile Infantry

branch of their Navy. Others have been sent to various Regular

Army units, though National Guard and Militia units still have not

received any of these potent suits so far.

Configuration: Base

Equipment: Slots Mass

Chassis Type: Medium Class Humanoid with HarJel 0 250

Motive System: Ground Movement (1 MP) 0 0

Jump Jets (3 MP) 0 150

Armor Type: 10 Points Standard 0 250

Manipulators:

Left Arm: Basic Manipulator 0 0

Right Arm: Basic Manipulator 0 0

Fixed Weapons & Equipment Loc Shots Slots Mass

------------------------------------------------------------------

Missile-Capable Modular Weapon Mount RA 1 10

Missile-Capable Modular Weapon Mount Body 1 10

Anti-Personnel Weapon Mount LA 1 5

------------------------------------------------------------------

TOTALS: 3 675

Slots & Mass Available for Configurations: 7 325

Configuration: Primary

Config Weapons & Equipment Loc Shots Slots Mass

------------------------------------------------------------------

Micro Pulse Laser RA/MWM-M 68 2 175

Detachable Missile Pack Body/MW 0 10

LRM 2 Body/MWM 4 3 137

SMG, Gauss LA/APWM 120 0 0

------------------------------------------------------------------

TOTALS: 8 997

Slots & Mass Left: 2 3

Calculated Factors:

Total Cost: 718,207 C-Bills, Including Trooper

Training Costs of 200,000 C-bills

Battle Value: 64 (320 for 5) Weapon Value: 58 (Ratio.91)

Cost per BV: 8,096.98 (w/o Trooper Training costs)

Damage Factors: SRDmg 2 MRDmg 1 LRDmg 1

Mechanized: Travels on OmniMechs

Attacks: Can perform Swarm and Leg attacks

BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0

Damage PB/M/L: 1/-/- Overheat: 0

Point Value: 3 Specials: mec, car5

CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full

IR: 0, ECM: 0, Camo: 0

Melee AP: 2, Target Size Modifier: -1

Movement Modifiers:

Walking: -1, Running: -2, Sprinting: -3

Jump: 90 m/turn

Attribute Modifiers: STR+4, DEX: -1, RFL: -1

Equipment Rating: F/D/E

Configuration: Close Assault

Config Weapons & Equipment Loc Shots Slots Mass

------------------------------------------------------------------

Machine Gun RA/MWM-M 50 1 100

SRM 3 Body/MWM 4 3 225

Shotgun, Combat LA/APWM 32 0 0

------------------------------------------------------------------

TOTALS: 7 1,000

Slots & Mass Left: 3 0

Calculated Factors:

Total Cost: 705,424 C-Bills, Including Trooper

Training Costs of 200,000 C-bills

Battle Value: 57 (285 for 5) Weapon Value: 55 (Ratio.96)

Cost per BV: 8,867.09 (w/o Trooper Training costs)

Damage Factors: SRDmg 4 MRDmg 0 LRDmg 0

Mechanized: Travels on OmniMechs

Attacks: Can perform Swarm and Leg attacks

BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0

Damage PB/M/L: 2/1/- Overheat: 0

Point Value: 3 Specials: mec, car5

CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full

IR: 0, ECM: 0, Camo: 0

Melee AP: 2, Target Size Modifier: -1

Movement Modifiers:

Walking: -1, Running: -2, Sprinting: -3

Jump: 90 m/turn

Attribute Modifiers: STR+4, DEX: -1, RFL: -1

Equipment Rating: F/D/E

Configuration: Ranger

Config Weapons & Equipment Loc Shots Slots Mass

------------------------------------------------------------------

Light Machine Gun RA/MWM-M 50 1 75

Support PPC Body/MWM 42 3 250

Gyrojet Gun, Heavy LA/APWM 20 0 0

------------------------------------------------------------------

TOTALS: 7 1,000

Slots & Mass Left: 3 0

Calculated Factors:

Total Cost: 697,000 C-Bills, Including Trooper

Training Costs of 200,000 C-bills

Battle Value: 55 (275 for 5) Weapon Value: 33 (Ratio.60)

Cost per BV: 9,036.36 (w/o Trooper Training costs)

Damage Factors: SRDmg 2 MRDmg 0 LRDmg 0

Mechanized: Travels on OmniMechs

Attacks: Can perform Swarm and Leg attacks

BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0

Damage PB/M/L: 1/1/- Overheat: 0

Point Value: 3 Specials: mec, car5

CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full

IR: 0, ECM: 0, Camo: 0

Melee AP: 2, Target Size Modifier: -1

Movement Modifiers:

Walking: -1, Running: -2, Sprinting: -3

Jump: 90 m/turn

Attribute Modifiers: STR+4, DEX: -1, RFL: -1

Equipment Rating: F/D/E

Configuration: WW2

Config Weapons & Equipment Loc Shots Slots Mass

------------------------------------------------------------------

SRM 1 RA/MWM-M 4 2 75

Light Recoilless Rifle Body/MWM 80 3 235

(with High-Explosive Ammo)

Pulse Laser Rifle LA/APWM 0 0

------------------------------------------------------------------

TOTALS: 8 985

Slots & Mass Left: 2 15

Calculated Factors:

Total Cost: 692,680 C-Bills, Including Trooper

Training Costs of 200,000 C-bills

Battle Value: 56 (280 for 5) Weapon Value: 44 (Ratio.79)

Cost per BV: 8,797.86 (w/o Trooper Training costs)

Damage Factors: SRDmg 3 MRDmg 0 LRDmg 0

Mechanized: Travels on OmniMechs

Attacks: Can perform Swarm and Leg attacks

BattleForce2: Class: IB MP: 3J Armor/Structure: 3 / 0

Damage PB/M/L: 1/1/- Overheat: 0

Point Value: 3 Specials: mec, car5

CBT:RPG Data: Armor Value (M/B/E/X): 9/8/8/8 Coverage: Full

IR: 0, ECM: 0, Camo: 0

Melee AP: 2, Target Size Modifier: -1

Movement Modifiers:

Walking: -1, Running: -2, Sprinting: -3

Jump: 90 m/turn

Attribute Modifiers: STR+4, DEX: -1, RFL: -1

Equipment Rating: F/D/E

Created by HeavyMetal Battle Armor

BattleTech Vehicle Technical Readout

VALIDATED

Type/Model: SeaBee Jeep

Tech: Clan / 3020

Config: Wheeled Vehicle

Rules: Level 3, Standard design

Mass: 5 tons

Power Plant: 25 Chevrolet CH-45 300 HP I.C.E.

Cruise Speed: 97.2 km/h

Maximum Speed: 151.2 km/h

Armor Type: Compound 2110 Standard

Armament: None

Manufacturer: Dynamic Manufacturing Inc.

Location: Lincoln

Communications System: Mil spec VCS-1A

Targeting & Tracking System: None

------------------------------------------------------------------------------

Overview:

The Seabee Corps is a branch of the Republic's Federal Navy, and they are

repsonsible for the construction and major repair of all groundside naval

bases. In addition, the Navy routinely 'loans' Seabee units to the Army, who

uses them in much the same fashion, though only in cases when a new base is

needed quickly.

To help with this kind of goal, a quick survey of the area being considered

is a top priority. Even more so than usual, since the area is usually

undeveloped or even unexplored. Unfortunately, conventional jeeps proved

limited in their abilities to support such endevours, and so the Seabee Corps

put out calls in the early 31st century for a replacement design.

What they got was a jeep named after their own service for good reason.

Capabilities:

The Seabee jeep is remarkably similar in capabilities to the older, more

conventional jeep designs found throughout human-occupied space.

However, the Seabee Jeep has been redesigned with a far tougher chassis,

which is armored somewhat to protect the engineers should they come under

fire, or just from nasty collisisons with unavoidable obstacles. The chassis

and armor design gives the Seabee jeep a unique profile, and some have

nicknamed it the 'warthog' for its ability to take a tremendous amount of

punishment and still remain usable.

Another feature improved over conventional jeeps is the motive system. Not

only is the Seabee Jeep capable of much higher speeds - up to 152 km/h on

paved roads, an average of 98 km/h over loose terrain - but it is also

equipped with special ducted propellers mounted underneath the rear flatbed

that give the jeep the ability to be fully amphibious.

All of this comes at some price. The Seabee jeep can only carry a single

ton of cargo before suffering speed limiatations; the most common jeep design

can carry seven hundred fifty kilograms more.

However, this carrying capacity is helped by the addition of a trailer

towing hitch, which allows the Seabee jeep to haul a specially designed

trailer for when a crew needs more cargo.

Deployment

First built in 3020, the Seabee Jeep can be found in every detatchment of

that corps. Many more have been sent to the Army Corps of Engineers (who

despise the fact that such a useful vehicle is named aftr their engineering

rivals).

A demiliterized version is sold under the commercial name "Warthog" to

citizens who can afford the steep price.

--------------------------------------------------------

Type/Model: SeaBee Jeep

Mass: 5 tons

Equipment: Items Mass

Int. Struct.: 4 pts Reinforced 0 1.00

Engine: 25 I.C.E. 0 1.00

Cruise MP: 9

Flank MP: 14

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 .50

Crew: 1 Members 0 .00

Amphibious Drive Equipment: 0 .50

Armor Factor: 16 pts Standard 0 1.00

Internal Armor

Structure Value

Front: 1 4

Left / Right Sides: 1 4/4

Rear: 1 4

Weapons and Equipment Loc Heat Ammo Items Mass

--------------------------------------------------------

1 C.A.S.E. Equipment Body 0 .00

1 Trailer Hitch Rear 1 .00

Cargo Bay Capacity Body 1 1.00

--------------------------------------------------------

TOTALS: 0 3 5.00

Items & Tons Left: 3 .00

Calculated Factors:

Total Cost: 79,010 C-Bills

Battle Value: 22

Cost per BV: 3,591.38

Weapon Value: 0 / 0 (Ratio .00 / .00)

Damage Factors: SRDmg 0; MRDmg 0; LRDmg 0

BattleForce2: MP: 9W, Armor/Structure: 0 / 1

Damage PB/M/L: -/-/-, Overheat: 0

Class: GL; Point Value: 0

Specials: tran1

BattleTech Vehicle Technical Readout

VALIDATED

Type/Model: Manta Hovertank

Tech: Clan / 3007

Config: Hovercraft

Rules: Level 2, Standard design

Mass: 20 tons

Power Plant: 75 Ford I.C.E.

Cruise Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Armor Type: Combiweave 1.1 Standard

Armament:

1 Mk. 44 LRM 10

Manufacturer: Federated Armor Works, Dynamic Manufacturing Inc

Location: Lincoln (FAW), Desmonde (DMI)

Communications System: Mil Spec VCS-10B

Targeting & Tracking System: Firefox TTS

------------------------------------------------------------------------------

Overview:

With the acquisition of Clan technology in the early 31st Century, it

became a natural worry for military planners in the Republic over the massive

amounts of upgrades that needed to be done in order to keep the USAF at the

peak of its capabilities. Of particular concern for those members of the

general staff haling from the National Guard was the second-hand nature of

much of their equipment. They already had to deal with technology made

obsolete by Star League standards, but now the Clan technology would make them

even further behind the curve.

To assauge the worries of local commanders, the general staff reccomended

the design and deployment of several new combat vehicles that would use

advanced Clan weaponry, but would also avoid using anything else advanced -

such as XL engines or ferro-fibrous armor - so as to speed development and

deployment of the new, advanced technology to the National Guard.

The Manta hovertank is one of these designs, and it was the first to be

deployed, being by far the simplest design the Republic could make.

Capabilities:

Built upon a small, 20-ton chassis, the Manta resembles less a combat

vehicle than it does a stylized shoebox. However, once a crew gets past the

appearance, they tend to fall in love with the Manta. The design mounts a

simple to use and maintain ten tube Long Range Missile system, which is

afforded a three hundred sixty degree arc of fire by its turret mount. The

Manta is supplied with two tons of ammo, wich gives the craft the ability to

maintain a constant stream of fire for up to four minutes. Although not

spectacular, this is usually enough for a light hovertank, which cannot take

much damage and usually retires before it uses up its ammunition anyway.

Another feature that Manta crews like is the intergral CASE design of the

tank's chassis, which allows them to escape with their lives should the ammo

storage take fire. In addition, six tons of armor and a maximum speed of 130

km/h allow the Manta to bring back its crews more often than not. Add to this

package the simple to maintain ICE engine, complete with the 'skirtlss' lift

system, it becomes easy to see how such an easy-to-maintain craft has

attracted its own set of admirers.

Variants:

Several Guard units that are assigned to defend cities have developed a

'Urban Operations' variant that replaces the LRM rack with a pair of SRM 4

launchers and a machine gun in the turret, and another machine gun in the

front.

Deployment

First built in 3007, the Manta has seen widescale production throughout the

last six decades. Thus, they can be found in every National Guard and militia

unit that uses hovertanks, and even many front line units have adopted the

Manta as a light cavalry vehicle.

--------------------------------------------------------

Type/Model: Manta Hovertank

Mass: 20 tons

Equipment: Items Mass

Int. Struct.: 10 pts Standard 0 2.00

Engine: 75 I.C.E. 0 4.00

Cruise MP: 8

Flank MP: 12

Heat Sinks: 0 Single 0 .00

Cockpit & Controls: 0 1.00

Crew: 2 Members 0 .00

Lift Equipment: 0 2.00

Turret Equipment: 0 .50

Armor Factor: 96 pts Standard 0 6.00

Internal Armor

Structure Value

Front: 2 22

Left / Right Sides: 2 20/20

Rear: 2 18

Turret: 2 16

Weapons and Equipment Loc Heat Ammo Items Mass

--------------------------------------------------------

1 LRM 10 Turret 0 24 2 4.50

1 C.A.S.E. Equipment Body 0 .00

--------------------------------------------------------

TOTALS: 0 2 20.00

Items & Tons Left: 7 .00

Calculated Factors:

Total Cost: 514,500 C-Bills

Battle Value: 344

Cost per BV: 1,495.64

Weapon Value: 162 / 162 (Ratio .47 / .47)

Damage Factors: SRDmg 6; MRDmg 5; LRDmg 3

BattleForce2: MP: 8H, Armor/Structure: 0 / 4

Damage PB/M/L: 1/1/1, Overheat: 0

Class: GL; Point Value: 3

Specials: if

BattleTech Vehicle Technical Readout

VALIDATED

Type/Model: Abrams M-1A2

Tech: Clan / 3010

Config: Tracked Vehicle

Rules: Level 2, Standard design

Mass: 70 tons

Power Plant: 350 XL Fusion

Cruise Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Armor Type: Ferro-Fibrous

Armament:

1 Gauss Rifle

2 Machine Guns

Manufacturer: Federal Armor Works

Location: Georgia

Communications System: EVA Mk-1a

Targeting & Tracking System: AAH-7

------------------------------------------------------------------------------

Overview:

With the prospect of a Clan Invasion possible, the Federal Army decided

that its armor regiments were in poor shape, what with the piecemeal clan-tech

upgrades that seemed to never get out fast enough. To make the upgrading of

the armor formations easier, the Army asked manufacturers to come up with new

deisgns that would be able to be quickly put into use with little needed in

the way of adjusment to combat formations that would receive them.

The Abrams, modeled after a 20th century Main Battle Tank, was designed

by the Federal Armor Works on the world of Georgia to replace the older

main line tanks, such as the Star League vintage Fury or the upgraded versions

of the Vedette.

Capabilities:

Designed around the three principles of Speed, Firepower, and Armor, the

Abrams is certainly a fearsome tank. The design, however, does skimp a bit on

firepower, when compared to some heavier tanks, but nowhere else will a body

find a better mix for the MBT role.

The armament consists of a M-101 Gauss Rifle mounted in the turret, and a

pair of machine guns, one mounted coaxally with the Gauss Rifle and the other

mounted in the front for the driver to control. What makes these weapons

fearsome is the addition of an advanced Clan Targeting Computer, which allows

the vechicle crew a powerful advantage, either when moving or standing still.

But moving is the best thing, since the Abrams is one of the fastest heavy

tanks to roll onto the battlefield. An XL Fusion engine gives it the ability to

cruise at a potent 55 kilomteters per hour, and the ability to make speed runs

of up to 86 km/h.

Finally, the design is heavily armored, and can take extensive damage

before the crew decides to make good an escape.

Deployment

After field testing, which included the unexpected neccessity to repel a

pirate raid on the world that was chosen for the tests, the Abrams was put

into mass production to re-equip most of the armored regiments in the Army.

This kind of production continued for ten years before the production rate

was slowed to a more moderate pace, after it was realized that the Clans were

not preparing an invasion... Yet.

However, Federal Armor Works continues to build these tanks for the Army

and National Guard units, and not to mention a small stockpile to possibly

trade to the Inner Sphere or Clans, should relations be opened up. In the case

of Clan Diamond Shark, this kind of trade seems certain, and the Abrahms, as

common as it is in the Republic, may soon be seen throughout known space.

--------------------------------------------------------

Type/Model: Abrams M-1A2

Mass: 70 tons

Equipment: Items Mass

Int. Struct.: 35 pts Standard 0 7.00

Engine: 350 XL Fusion 1 15.00

Shielding & Transmission Equipment: 0 7.50

Cruise MP: 5

Flank MP: 8

Heat Sinks: 10 Single 0 .00

Cockpit & Controls: 0 3.50

Crew: 3 Members 0 .00

Turret Equipment: 0 1.50

Armor Factor: 316 pts Ferro-Fibrous 1 16.50

Internal Armor

Structure Value

Front: 7 68

Left / Right Sides: 7 62/62

Rear: 7 56

Turret: 7 68

Weapons and Equipment Loc Heat Ammo Items Mass

--------------------------------------------------------

1 Gauss Rifle Turret 0 24 2 15.00

1 Machine Gun Turret 0 100 2 .75

1 Machine Gun Front 0 1 .25

1 Targeting Computer 1 3.00

1 C.A.S.E. Equipment Body 0 .00

--------------------------------------------------------

TOTALS: 0 8 70.00

Items & Tons Left: 11 .00

Calculated Factors:

Total Cost: 12,624,767 C-Bills

Battle Value: 1,025

Cost per BV: 12,316.85

Weapon Value: 979 / 979 (Ratio .96 / .96)

Damage Factors: SRDmg 15; MRDmg 12; LRDmg 9

BattleForce2: MP: 5T, Armor/Structure: 0 / 12

Damage PB/M/L: 2/2/2, Overheat: 0

Class: GH; Point Value: 10

Classic BattleTech Battle Armor Technical Readout

VALIDATED

Type/Model: Seabee Armor

Tech/Era: Clan / 3067 / CBT Rules

Chassis Type: Humanoid

Weight Class: PA(L)/Exoskeleton (0 - 400 kg)

Rules: Level 2, Standard design

Ground Speed: 32.4 km/h

Jump Capacity: 90 meters

Armor Type: Basic Stealth

Overview:

The Navy's anachronistically-named Seaborne Construction

Battalions - affectionately called "Seabees" - are a cornerstone

of the Republic's war machine. While the Army Corps of Engineers

can undertake projects massive in scale, the Seabees have

consistantly proven themselves to be the masters of quick, small,

but potent bases, field fortifications, and even ship repairs.

Key to these capabilities is the Seabee's embracing of the

most advanced technology available. From amphibious jeeps to

construction shuttles, the Seabees have made the use of

high-technology more than just an advantage, but rather a

requirement.

Thus, it was only a matter of time until the Seabees demanded

a replacement for their old exoskeletons, which though effective,

were cumbersome to use in some of the tight places aboard ships or

within structures that engineers must sometimes go. Thus, in an

attempt to recoup some of the money spent on developing the

Mjolnier armor, engineers at the Buearu of Design & Technology

quickly adapted the basic chassis of the Mjolnir to conduct more

mundane tasks than what the SART forces undertake.

Capabilities:

The Mjolnier armor that the Seabee design is based off of is

as advanced as they come. However, when it came to modifying the

design for construction duties, the designers quickly dispensed

with some of the more advanced equipment, such as the top-secret

stealth armor composites and advanced communications gear used by

the spartans.

Replacing these items are a high-powered cutting torch,

mounted in the left vambrace piece, which is reinforced and

enlarged to hold the torch. Both vambrace and glove armor pieces

also contain advanced mine detection and disarming equipment,

allowng the Seabees to clear out minefields far more efficiently

than before. In addition, a searchlight for operating in the dark

has been mounted on the right shoulder, and since the Seabees are

known for conducting work even admist a combat situation, the

design is provided with basic stealth composite armor for

protection from enemy fire.

Finally, the Mjolnier's excellent improved stregnth, speed, jup

capability, and advanced sensors have been retained for their

usefulness to the Seabees.

------------------------------------------------------------------

Type/Model: Seabee Armor

Equipment: Slots Mass

Chassis Type: PA(L) Class Humanoid with HarJel 0 130

Motive System: Ground Movement (3 MP) 0 50

Jump Jets (3 MP) 0 75

Armor Type: 2 Points Basic Stealth 3 60

Manipulators:

Left Arm: Mine Clearance 0 15

Right Arm: Mine Clearance 0 15

Weapons and Equipment Loc Shots Slots Mass

------------------------------------------------------------------

Improved Sensors Body 1 45

Searchlight Body 1 5

Cutting Torch LA 1 5

------------------------------------------------------------------

TOTALS: 6 400

Slots & Mass Left: 0 0

Calculated Factors:

Total Cost: 554,400 C-Bills, Including Trooper

Training Costs of 200,000 C-bills

Battle Value: 9 (45 for 5) Weapon Value: 2 (Ratio.22)

Cost per BV: 39,377.78 (w/o Trooper Training costs)

Damage Factors: SRDmg 0 MRDmg 0 LRDmg 0

Mechanized: Travels on OmniMechs

Attacks: Can perform Swarm and Leg attacks

BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0

Damage PB/M/L: -/-/- Overheat: 0

Point Value: 0 Specials: mec, srs, car5

CBT:RPG Data: Armor Value (M/B/E/X): 5/5/6/5 Coverage: Full

IR+6, ECM+6, Camo: 0

Melee AP: 1, Target Size Modifier: 0

Movement Modifiers:

Walking+4, Running+8, Sprinting+12

Jump: 90 m/turn

Attribute Modifiers: STR+1, DEX: -1, RFL: 0

Equipment Rating: F/D/E

Created by HeavyMetal Battle Armor

Classic BattleTech Battle Armor Technical Readout

VALIDATED

Type/Model: Mjolnir Armor

Tech/Era: Clan / 3067 / CBT Rules

Chassis Type: Humanoid

Weight Class: PA(L)/Exoskeleton (0 - 400 kg)

Rules: Level 2, Standard design

Ground Speed: 32.4 km/h

Jump Capacity: 90 meters

Armor Type: Improved Stealth

Overview:

The proliferation of new Battle Armor designs has sparked

interest in many circles that previously didn't bother to consider

the suits as anything but an extravegance. Amongst these circles

are several special operations groups, including the Special

Advanced Reconissence Teams (nicknamed "Spartans" for short).

The Spartans are the special ops masters of the Republic Army,

and they wanted to have the same advantage as their heavier

bretheren. Thus, their commanders soon pressed for a design that

would be their sole property.

Therefor, the development of a Power Armor (Light) design was

commissioned. In honor of the Spartans, the design was based off

of a fictional armor design imagined in the late 20th Century for

a video game.

That armor is Mjolnir.

Capabilities:

Unlike its fictional inspiration, the Republic's Mjolnir armor

is meant to be an infiltration and light combat suit. Mobility and

stealth were primary concerns. with agility second.

The SART forces pride themselves on their stealth and

lethality, and so the Mjolnir incorporates some of the most

advanced stealth armor composites and ECM systems available

anywhere in the Human Sphere. Backing this up is an armor design

that has reinforced leg myomers, which allow a person in a Mjolnir

to reach ground speeds of just over thirty-two kilometers per

hour. This improved myomer is also evident in the rest of the

armor, and a Mjolnir-equipped soldeir can rip metal off of

battlemechs alongside the heavier battle armor designs. Adding to

this impressive mobility is a ninety-meter jump capacity, which

allows the Mjolnir the ability to reach areas that wouldn't

normally be accessable to the Spartan forces.

Finally, the Mjolnir incorporates advanced sensing equipment in

the helmet and torso. Although this isn't up to par of an advanced

Active Probe suite, it is nevertheless much more than what most

Spartans could carry before they got their armor.

Deployment

Exact deployment of the Mjolnir is unkown, as the Spartan

forces are a semi-secret organization. Most Republic citizens

interested in such matters have heard of them, as have nearly

every one in the military. But aside from top-level commanders and

the spartans themselves, no one really knows how many there are.

Thus it is unkown how many suits they have, and how many spares

have been built.

What is known is that Spartans in Mjolnir armor were dropped

onto Terra and several Chaos March worlds just prior to Operation

Tellus Libertas, where they disabled key communication centers and

equipment stockpiles. In addition, at least one Spartan team

remained on-planet on Terra to help hunt down Blakest

insurrectionists. The fact that there hasn't been an attack of

that nature since 3068 is a testament to the ruthless efficiency

of the spartan forces and their Mjolnir armor.

------------------------------------------------------------------

Type/Model: Mjolnir Armor

Equipment: Slots Mass

Chassis Type: PA(L) Class Humanoid with HarJel 0 130

Motive System: Ground Movement (3 MP) 0 50

Jump Jets (3 MP) 0 75

Armor Type: 2 Points Improved Stealth 5 70

Manipulators:

Left Arm: Armored Glove 0 0

Right Arm: Armored Glove 0 0

Weapons and Equipment Loc Shots Slots Mass

------------------------------------------------------------------

Improved Sensors Body 1 45

------------------------------------------------------------------

TOTALS: 6 370

Slots & Mass Left: 0 30

Calculated Factors:

Total Cost: 559,500 C-Bills, Including Trooper

Training Costs of 200,000 C-bills

Battle Value: 10 (50 for 5) Weapon Value: 2 (Ratio.20)

Cost per BV: 35,950.0 (w/o Trooper Training costs)

Damage Factors: SRDmg 0 MRDmg 0 LRDmg 0

Mechanized: Travels on OmniMechs

Attacks: Can perform Swarm and Leg attacks

BattleForce2: Class: IB MP: 3J Armor/Structure: 2 / 0

Damage PB/M/L: -/-/- Overheat: 0

Point Value: 1 Specials: mec, srs, car5

CBT:RPG Data: Armor Value (M/B/E/X): 5/5/6/5 Coverage: Full

IR+6, ECM+6, Camo: 0

Melee AP: 0, Target Size Modifier: -1

Movement Modifiers:

Walking+4, Running+8, Sprinting+12

Jump: 90 m/turn

Attribute Modifiers: STR+1, DEX: 0, RFL: 0

Equipment Rating: F/D/E

Created by HeavyMetal Battle Armor

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: F-56 Stormchaser

Tech: Clan / 3025

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 40 tons

Power Plant: 240 XL Fusion

Safe Thrust: 8

Maximum Thrust: 12

Armor Type: Ferro-aluminum

Armament:

1 LRM 10

2 ER Large Laser

------------------------------------------------------------------------------

Overview:

The acquisition of Clan military technology made several designs within

the Republic nearly obsolete overnight. Most especially telling was the

National Guard, who had always received the hand-me-downs from front line

units for many years.

One of these older designs was the F-8 Crusader, a 40-ton fightercraft

designed for air supreamacy and ground attack. Its weaponry was old-fashioned

even before Clan technology could be had, and afterwards, the craft was nearly

a joke.

To combat the growing inefficiency of the Air National Guard, the Republic

General Staff called up for a design that would make the ranks of the Guard

more formidible. What they got was the Stormchaser.

Capabilities:

The manufacturer of the Stormchaser is the little-known company of Ageira

Technologies, a dedicated aerospace manufacturing company that also produces

the newer Defender omnifighter. Although still relatively new, they have

already made a splash in the fighter market. This all started with the

Stormchaser, which has set the tone for the company's designs for the last

several years.

This success is due to the Stormchaser's design team, who started their

roll by building the F-56 along the lines of the old F-8 Crusader. This was

decided upon so that ships that carried the older fighter wouldn't have to

shift around their weight loads for boosting, which would insure a rapid

deployment of the new craft.

The designers then identified what made the Crusader effective. They found

that the combination of lasers and missiles was an ideal mix for a National

Guard unit, though the short range of the Crusader's Medium Lasers often menat

that the older craft had to engage in a dogfight before it could become fully

effective.

Working off of these strengths and weaknesses, the Ageira designers added

in a pair of Flashpoint III ER Large Lasers to the wings, giving the

Stormchaser range and hitting power. Adding to these potent weapons is a

single Mark 51 LRM-10 rack in the nose, allowing the Stormchaser to carry

specialized ammo and also to augument its long-ranged arsenal.

The Stormchaser already performs well in its intended role with such

equipment, but the designers went further to ensure a solid design. The craft

is thus armored heavily with Ferro-Aluminum armor, and an XL Fusion engine

drives the craft forward at delta-vs approaching six Gs. A better than average

fuel tank allows for extended patrols and/or engagements, and several under

wing hardpoints allow the Stormchaser to carry upwards of eight heavy bombs.

Deployment

First deployed during the invasion scare of 3020, the Stormchaser has

become synonomous with the National Guard's motto of "The First and Last Line

of Civil Defense." This motto is a bit inaccurate in terms of the other

Republic military branches, but it is apt when describing the sheer numbers

that have been sent to units across the Republic.

------------------------------------------------------------------------------

Class/Model/Name: F-56 Stormchaser

Mass: 40 tons

Equipment: Mass

Power Plant: 240 XL Fusion 6.00

Thrust: Safe Thrust: 8

Maximum Thrust: 12

Structural Integrity: 8 .00

Total Heat Sinks: 14 Double 4.00

Fuel: 6.00

Cockpit & Attitude Thrusters: 3.00

Armor Type: Ferro-aluminum (163 total armor pts) 8.50

Standard Scale Armor Pts

Location: L / R

Nose: 47

Left/Right Wings: 40/40

Aft: 36

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 LRM 10 Nose 6 6 6 -- 4 2.50

Ammo (LRM 10) 24 --- 2.00

1 ER Large Laser RW 10 10 10 10 12 4.00

1 ER Large Laser LW 10 10 10 10 12 4.00

1 C.A.S.E. Equipment Body .00

------------------------------------------------------------------------------

TOTALS: Heat: 28 40.00

Tons Left: .00

Calculated Factors:

Total Cost: 5,016,720 C-Bills

Battle Value: 1,665

Cost per BV: 3,013.05

Weapon Value: 1,620 (Ratio .97)

Damage Factors: SRV 24; MRV 19; LRV 7; ERV 0

BattleForce2: MP: 8, Armor/Structure: 4 / 0

Damage PB/M/L: 3/3/3, Overheat: 0

Class: FL; Point Value: 17

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: F-22 Raptor Prime

Tech: Clan / 3067

Vessel Type: Aerospace OmniFighter

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 65 tons

Power Plant: 325 XL Fusion

Safe Thrust: 7

Maximum Thrust: 11

Armor Type: Ferro-aluminum

Armament:

1 ER PPC

1 ER Medium Laser

2 ATM 9

1 Medium Pulse Laser

------------------------------------------------------------------------------

Class/Model/Name: F-22 Raptor Prime

Mass: 65 tons

Equipment: Mass

Power Plant: 325 XL Fusion 12.00

Thrust: Safe Thrust: 7

Maximum Thrust: 11

Structural Integrity: 7 .00

Total Heat Sinks: 16 Double 6.00

Fuel: 5.00

Cockpit & Attitude Thrusters: 3.00

Armor Type: Ferro-aluminum (269 total armor pts) 14.00

Standard Scale Armor Pts

Location: L / R

Nose: 80

Left/Right Wings: 67/67

Aft: 55

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 ER PPC Nose 15 15 15 -- 15 6.00

1 ER Medium Laser Nose 7 7 -- -- 5 1.00

1 ATM 9 RW 21 14 7 7 6 5.00

1 ATM 9 LW 21 14 7 7 6 5.00

Ammo (ATM 9) 42 --- 6.00

1 Medium Pulse Laser Aft 7 7 -- -- 4 2.00

1 C.A.S.E. Equipment Body .00

------------------------------------------------------------------------------

TOTALS: Heat: 36 65.00

Tons Left: .00

Calculated Factors:

Total Cost: 14,253,660 C-Bills

Battle Value: 2,579

Cost per BV: 5,526.82

Weapon Value: 2,681 (Ratio 1.04)

Damage Factors: SRV 47; MRV 38; LRV 4; ERV 0

BattleForce2: MP: 7, Armor/Structure: 7 / 0

Damage PB/M/L: 6/5/3, Overheat: 0

Class: FM; Point Value: 26

Specials: omni

Class/Model/Name: F-22 Raptor A

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 Ultra AC/20 Nose 30 30 -- -- 14 12.00

Ammo (Ult AC/20) 20 --- 4.00

2 Medium Pulse Laser RW 7 7 -- -- 8 4.00

2 Medium Pulse Laser LW 7 7 -- -- 8 4.00

1 SRM 4 Aft 6 -- -- -- 3 1.00

Ammo (SRM 4) 25 --- 1.00

1 C.A.S.E. Equipment Body .00

------------------------------------------------------------------------------

TOTALS: Heat: 33 65.00

Tons Left: .00

Class/Model/Name: F-22 Raptor B

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 ER PPC Nose 15 15 15 -- 15 6.00

1 Streak SRM 4 Nose 8 8 -- -- 3 2.00

Ammo (Streak 4) 25 --- 1.00

1 LRM 20+ArtIV RW 16 16 16 -- 6 6.00

1 LRM 20+ArtIV LW 16 16 16 -- 6 6.00

Ammo (LRM 20) 30 --- 5.00

1 C.A.S.E. Equipment Body .00

------------------------------------------------------------------------------

TOTALS: Heat: 30 65.00

Tons Left: .00

Class/Model/Name: F-22 Raptor C

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 Gauss Rifle Nose 15 15 15 -- 1 12.00

Ammo (Gauss) 16 --- 2.00

1 ER PPC RW 15 15 15 -- 15 6.00

1 ER PPC LW 15 15 15 -- 15 6.00

1 C.A.S.E. Equipment Body .00

------------------------------------------------------------------------------

TOTALS: Heat: 31 65.00

Tons Left: .00

Class/Model/Name: F-22 Raptor D

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

4 ER Medium Laser Nose 7 7 -- -- 20 4.00

3 Medium Pulse Laser RW 7 7 -- -- 12 6.00

3 Medium Pulse Laser LW 7 7 -- -- 12 6.00

1 Streak SRM 4 Aft 8 8 -- -- 3 2.00

Ammo (Streak 4) 25 --- 1.00

1 C.A.S.E. Equipment Body .00

------------------------------------------------------------------------------

TOTALS: Heat: 47 65.00

Tons Left: .00

AeroTech 2 Vessel Technical Readout

VALIDATED

Class/Model/Name: Stuka IIC

Tech: Clan / 3025

Vessel Type: Aerospace Fighter

Rules: Level 2, Standard design

Rules Set: AeroTech2

Mass: 100 tons

Frame: Lycomb 11

Power Plant: GM ATF 300 Fusion

Safe Thrust: 5

Maximum Thrust: 8

Armor Type: Ferro-aluminum

Armament:

3 Medium Pulse Laser

1 Simpson LRM 20+ArtIV

1 Streak SRM 6

4 Exostar ER Large Laser

Manufacturer:

Communications System:

Targeting & Tracking System:

------------------------------------------------------------------------------

Class/Model/Name: Stuka IIC

Mass: 100 tons

Equipment: Mass

Power Plant: 300 Fusion 19.00

Thrust: Safe Thrust: 5

Maximum Thrust: 8

Structural Integrity: 10 .00

Total Heat Sinks: 31 Double 21.00

Fuel: 5.00

Cockpit & Attitude Thrusters: 3.00

Armor Type: Ferro-aluminum (288 total armor pts) 15.00

Standard Scale Armor Pts

Location: L / R

Nose: 88

Left/Right Wings: 70/70

Aft: 60

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass

------------------------------------------------------------------------------

1 Medium Pulse Laser Nose 7 7 -- -- 4 2.00

1 LRM 20+ArtIV Nose 16 16 16 -- 6 6.00

Ammo (LRM 20) 24 --- 4.00

1 Streak SRM 6 Nose 12 12 -- -- 4 3.00

Ammo (Streak 6) 30 --- 2.00

1 ER Large Laser RW 10 10 10 10 12 4.00

1 ER Large Laser LW 10 10 10 10 12 4.00

1 ER Large Laser RW 10 10 10 10 12 4.00

1 ER Large Laser LW 10 10 10 10 12 4.00

1 Medium Pulse Laser Aft 7 7 -- -- 4 2.00

1 Medium Pulse Laser Aft 7 7 -- -- 4 2.00

1 C.A.S.E. Equipment Body .00

------------------------------------------------------------------------------

TOTALS: Heat: 70 100.00

Tons Left: .00

Calculated Factors:

Total Cost: 7,966,500 C-Bills

Battle Value: 3,167

Cost per BV: 2,515.47

Weapon Value: 3,416 (Ratio 1.08)

Damage Factors: SRV 74; MRV 61; LRV 14; ERV 0

BattleForce2: MP: 5, Armor/Structure: 7 / 0

Damage PB/M/L: 8/8/6, Overheat: 0

Class: FH; Point Value: 32

BattleMech Technical Readout

Type/Model: Atlas IIC

Tech: Clan / 3000

Config: Biped BattleMech

Rules: Level 2, Standard design

Mass: 100 tons

Chassis: Standard

Power Plant: 300 XL Fusion

Walking Speed: 32.4 km/h

Maximum Speed: 54.0 km/h

Jump Jets: None

Jump Capacity: 0 meters

Armor Type: Standard

Armament:

2 ER PPCs

1 Ultra AC/20

1 LRM 20 w/ Artemis IV

1 Streak SRM 6

3 Medium Pulse Lasers

Manufacturer: (Unknown)

Location: (Unknown)

Communications System: (Unknown)

Targeting & Tracking System: (Unknown)

--------------------------------------------------------

Type/Model: Atlas IIC

Mass: 100 tons

Equipment: Crits Mass

Int. Struct.: 152 pts Standard 0 10.00

Engine: 300 XL Fusion 10 9.50

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 18 Double 36 12 8.00

(Heat Sink Loc: 3 LA, 3 RA)

Gyro: 4 3.00

Cockpit, Life Supt., Sensors: 5 3.00

Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00

Armor Factor: 307 pts Standard 0 19.50

Internal Armor

Structure Value

Head: 3 9

Center Torso: 31 46

Center Torso (Rear): 16

L/R Side Torso: 21 32/32

L/R Side Torso (Rear): 10/10

L/R Arm: 17 34/34

L/R Leg: 21 42/42

Weapons and Equipment Loc Heat Ammo Crits Mass

--------------------------------------------------------

1 ER PPC RA 15 2 6.00

1 ER PPC LA 15 2 6.00

1 Ultra AC/20 RT 7 20 12 16.00

(Ammo Locations: 2 RT, 2 RL)

1 LRM 20 w/ Artemis IV LT 6 18 8 9.00

(Ammo Locations: 3 LT)

1 Streak SRM 6 LT 4 15 3 4.00

(Ammo Locations: 1 LL)

2 Medium Pulse Lasers CT(R) 8 2 4.00

1 Medium Pulse Laser HD 4 1 2.00

--------------------------------------------------------

TOTALS: 66 77 100.00

Crits & Tons Left: 1 .00

Calculated Factors:

Total Cost: 24,506,000 C-Bills

Battle Value: 2,480

Cost per BV: 9,881.45

Weapon Value: 4,591 / 4,341 (Ratio 1.85 / 1.75)

Damage Factors: SRDmg 58; MRDmg 36; LRDmg 19

BattleForce2: MP: 3, Armor/Structure: 8/6

Damage PB/M/L: 7/6/3, Overheat: 4

Class: MA; Point Value: 25

BattleMech Technical Readout

Type/Model: Warhawk (Masakari) G

Tech: Clan / 3050

Config: Biped OmniMech

Rules: Level 2, Standard design

Mass: 85 tons

Chassis: Standard

Power Plant: 340 XL Fusion

Walking Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

Jump Capacity: 0 meters

Armor Type: Ferro-Fibrous

Armament:

2 ER PPCs

2 Large Pulse Lasers

2 ER Micro Lasers

Manufacturer: (Unknown)

Location: (Unknown)

Communications System: (Unknown)

Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------

Type/Model: Warhawk (Masakari) G

Mass: 85 tons

Equipment: Crits Mass

Int. Struct.: 130 pts Standard 0 8.50

Engine: 340 XL Fusion 10 13.50

Walking MP: 4

Running MP: 6

Jumping MP: 0

Heat Sinks: 23 Double 46 20 13.00

(Heat Sink Loc: 2 LA, 1 RA, 4 LT, 1 RT, 1 LL, 1 RL)

Gyro: 4 4.00

Cockpit, Life Supt.: 5 3.00

Actuators: L: Sh+UA R: Sh+UA 12 .00

Armor Factor: 259 pts Ferro-Fibrous 7 13.50

(Armor Crit Loc: 1 HD, 1 LA, 1 RA, 2 LT, 2 RT)

Internal Armor

Structure Value

Head: 3 9

Center Torso: 27 42

Center Torso (Rear): 10

L/R Side Torso: 18 26/26

L/R Side Torso (Rear): 10/10

L/R Arm: 14 28/28

L/R Leg: 18 35/35

Weapons and Equipment Loc Heat Ammo Crits Mass

--------------------------------------------------------

1 ER PPC RA 15 2 6.00

1 Large Pulse Laser RA 10 2 6.00

1 ER PPC LA 15 2 6.00

1 Large Pulse Laser LA 10 2 6.00

2 ER Micro Lasers CT 2 2 .50

1 Targeting Computer RT 5 5.00

--------------------------------------------------------

TOTALS: 52 73 85.00

Crits & Tons Left: 5 .00

Calculated Factors:

Total Cost: 25,518,824 C-Bills

Battle Value: 2,554

Cost per BV: 9,991.71

Weapon Value: 5,915 / 5,915 (Ratio 2.32 / 2.32)

Damage Factors: SRDmg 47; MRDmg 41; LRDmg 29

BattleForce2: MP: 4, Armor/Structure: 6/5

Damage PB/M/L: 7/6/5, Overheat: 1

Class: MA; Point Value: 26

Specials: omni