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Page 1: TRO Example - TRO Example

Technical Readout: TRO42.Com

Page 2: TRO Example - TRO Example

HPR-1SW Hopper 30 tons Type/Model: Hopper HPR-1SW Tech: Inner Sphere / 3058 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 30 tons Chassis: Earthwerks Trooper II Endo Steel Power Plant: 240 Hermes XL Fusion Walking Speed: 86.4 km/h Maximum Speed: 129.6 km/h Jump Jets: 8 Jump Capacity: 240 meters Armor Type: Jolassa-328 Ferro-Fibrous Armament: 1 Sutel Precision Line Large Pulse Laser Manufacturer: Earthwerks Incorporated Location: Asuncion / FWL (EI) Communications System: Maxell 500 Targeting & Tracking System: Maxell TA50 Overview: Designed and constructed from 3056 to 3058, the rare "Hopper" has proven itself a vicious and tenacious combatant. Fast and exceptionally maneuverable, the Earthwerks design appears in several mercenary companies across the Sphere. Although the design enjoyed only an extremely limited production run, it has proven popular with small, tight-knit units that must field light mechs for tactical flexibility (but have few pilots to expend on cannon-fodder designs). Capabilities: There are a variety of points in Hopper's favor for such units. Mounting only a single energy weapon, the Hopper is easy to maintain and supply. Pilots adore the design's agility and compact target profile, and some greatly enjoy the breakneck land speed. Perhaps the most telling, the extremely powerful attitude-controlled jump jets guarantee that a smart mechwarrior can protect the unit's investment by leaping away from danger when pressed. One peculiarity of the design is the eerie accuracy of the pulse laser after a jump. While the rapid-fire nature of the weapon naturally helps to balance out the inherent instability of a jumping battlemech, some credit the Maxell target-tracking system. While this system is of no special note and certainly nothing on par with the Clan targeting computer or Inner Sphere copies thereof (indeed, both the comm and tracking systems are merely recycled from Galleon light tanks, a contribution by a designer related to the CEO of Brooks, Inc), many pilots remain adamant and swear by the system.

Deployment: As the Hopper was not mass-manufactured, finding reliable battle reports can be difficult. One incident is notable both for the performance of the Hopper and the general circumstances, however. In 3059, Colonel Waco's Rangers were contracted to help pin down a bothersome group of bandits raiding the peripheral edges of Lyran/Federated Commonwealth territory. Having run the bandits to ground on an uninhabited rock of a planetoid, both the Rangers and Steiner garrison units were closing in for the kill, each anxious to claim the credit for themselves. The bandits panicked and scattered all over the terrain, leaving their glory-hounding pursuers with little choice but to follow suit or risk losing the prize. In all the confusion, a Rangers' Hopper traded nearly a minute's worth of fire with a Steiner Marauder-5S before respective commanders could straighten out the misunderstanding. Although grazed by pulse fire from its larger antagonist, the Hopper found itself constantly able to jump behind the "enemy" titan and carve into its weaker rear armor. Once ordered to cease fire it was determined that the Hopper had given the Marauder the worst of the engagement, trading respectable internal damage for only minor armor loss. As a result of the engagement, the Rangers and the Steiner garrison forces came to an agreement; although the repairs to the Marauder came out of the Rangers' contract, the exchange was a clear success for the design. This particular Hopper went on to exterminate the bandit pests, but was regrettably lost in one of the Rangers' pointless skirmishes with Wolf's Dragoons some years later.

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Type/Model: Hopper HPR-1SWMass: 30 tons Equipment: Crits MassInternal Structure: 51 pts Endo Steel 14 1.5 (Endo Steel Loc: 1 HD, 8 LA, 5 LT) Engine: 240 XL 12 6

Walking MP: 8 Running MP: 12 Jumping MP: 8 Heat Sinks: 10 Double [20] 3 0 (Heat Sink Loc: 1 RA) Gyro: 4 3 Cockpit, Life Support, Sensors: 5 3Actuators: 16 0 L: Sh+UA+LA+H, R: Sh+UA+LA+H Armor Factor: 99 pts Ferro-Fibrous 14 5.5 (Armor Crit Loc: 5 RA, 5 RT, 2 LL, 2 RL)

Internal Armor Structure Value

Head: 3 9 Center Torso: 10 15

Center Torso (Rear): 5 L/R Side Torso: 7 10/10

L/R Side Torso (Rear): 3/3 L/R Arm: 5 9/9 L/R Leg:

7 13/13

Weapons & Equipment: Loc Heat Ammo Crits Mass1 Large Pulse Laser CT 10 2 7 8 Standard Jump Jets: 8 4 (Jump Jet Loc: 4 LT, 4 RT) TOTALS: 10 78 30

Crits & Tons Left:

0 0

Calculated Factors: Total Cost: 5,202,340 C-Bills Battle Value: 730

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CTN-1SW Cetan 40 tons Type/Model: Cetan CTN-1SW Tech: Inner Sphere / 3058 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 40 tons Chassis: Endo Steel Power Plant: 280 VOX XL Fusion Walking Speed: 75.6 km/h Maximum Speed: 118.8 [151.2] km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Starshield Ferro-Fibrous Armament: 1 Argra 3L Medium Laser 1 Tiegart PPC 1 Victory Drumbeat Large Pulse Laser Manufacturer: Hasegawa Location: Dieron Communications System: Sipher CommCon CSU-4 Targeting & Tracking System: Cat's Eyes 5 Overview: The Cetan ‘Mech represents a renaissance for the Hasegawa 'Mech Facility on Dieron. Up until 3059, the Facility had been used only for assembly of traditional DCMS 'Mechs - the Dragon and Ninja-To, in particular. However, the demands of fighting the Clans led to the removal of restrictions on the plant, which was able to convert an assembly line last used for the production of Urbanmechs, into the birthplace of a new generation of fighting scout 'Mechs - the Cetan. Capabilities: The Cetan was designed as a fast light scout, capable of engaging Clan scouts like the Dragonfly and Uller at their own games. To that end, the base high speed of over 110 kph was supplemented with MASC gear, leading to top speeds of 150 kph+ for short periods. The Uller Clan 'Mech, in particular, served as inspiration for the Draconis engineers - mixing stability with superior maneuverability. Jump-jets were considered unnecessary due to the high base speed of the design. A heavy load of 7 tons of Ferro-Fibrous armor provides superior protection for its class. In order to fit this, and the planned weapons load however, the weight of the design - originally meant to fall into the light class - crept up to 40 tons. The weapons mix makes the Cetan a potent foe at any range. A standard PPC in the right torso provides a significant punch out to ranges just less than that of LRMs,

and a complementary large pulse laser in the other torso can devastate at short ranges, with its mix of damage and accuracy. Following initial field-tests of the first prototype Cetans, a standard medium laser was added to the right arm as a last-ditch weapon capable of firing outside the front arc. The Cetan can fire all its weapons effectively in an alpha-strike, at ranges from 90m to 180m, with only minimal heat load. Deployment: Given its high speed, its strong armor, and its lack of ammunition-dependant weapons, the Cetan is being rushed to units along the Clan border as a scout and deep-raider. The Cetan has proved capable of handling Clan opponents of similar size, and more than once a lance of Cetans has been deployed against Clan second-line 'Mechs of comparable or greater weights. The only complaints have been that the 'Mechs' major weapons should have been arm-mounted, for greater fields of fire; however, this is beyond the capacity of a field refit, and Hasegawa are not currently interested in stopping production to perform a major redesign. Variants: Where Cetans are likely to be fighting in close terrain almost all the time, many pilots have attempted to replace the Cetan's standard PPC with another large pulse laser. The loss of range is seen to be less important than the improved accuracy of the pulse laser. Unfortunately, while the exchange seems easy - the LPL has the same tonnage, and heat burden, as a standard PPC - the presence of two pulse lasers on the chassis seems to lead to an increased failure rate in the locally-produced 'Freezer' heatsinks. In 86% of those Cetans so modified, up to 20% of the heat-shedding capacity of the design is lost following prolonged use.

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Type/Model: Cetan CTN-1SWMass: 40 tons Equipment: Crits Mass

Internal Structure: 67 pts Endo Steel 14 2 (Endo Steel Loc: 1 HD, 7 RA, 3 RT, 1 LL, 2 RL) Engine: 280 XL 12 8 Walking MP: 7 Running MP: 11 [14] Jumping MP: 0 Heat Sinks: 10 Double [20] 0 0 Gyro: 4 3

Cockpit, Life Support, Sensors: 5 3MASC: 2 2 Actuators: 16 0 L: Sh+UA+LA+H, R: Sh+UA+LA+H Armor Factor: 125 pts Ferro-Fibrous 14 7 (Armor Crit Loc: 8 LA, 5 LT, 1 LL)

Internal Armor Structure Value

Head: 3 9 Center Torso: 12 15

Center Torso (Rear): 7 L/R Side Torso: 10 13/13

L/R Side Torso (Rear): 5/5 L/R Arm: 6 11/11 L/R Leg:

10 18/18

Weapons & Equipment: Loc Heat Ammo Crits Mass1 Medium Laser RA 3 1 1 1 ER PPC RT 15 3 7 1 Large Pulse Laser LT 10 2 7 TOTALS: 28 73 40

Crits & Tons Left:

5 0

Calculated Factors: Total Cost: 7,954,894 C-Bills

Battle Value: 1,027

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RYK-1SW Ryksein 45 tons

Type/Model: Ryksein RYK-1SW Tech: Inner Sphere / 3058 Config: Biped BattleMech Rules: Level 2, Standard design Mass: 45 tons Chassis: MRK RYK Legiones Uno Endo Steel Power Plant: 225 General Motors Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Hellespont Lite w. CASE Ferro-Fibrous Armament: 2 Tronel III Heavy Large Lasers 2 Generation Streak SRM 4s 2 Ramtech 1500Z ER Medium Lasers Manufacturer: Curtiss Militech Location: Calloway VI / FWL (EI) Communications System: CurtissComm Mk IV Targeting & Tracking System: Apple Churchill Guiding Light Overview: In the aftermath of the breakdown in Marik-Liao relations, the FWL military realized it was short on medium-weight fire support / main-battle BattleMechs, and decided to do something about it. The Capellan-League alliance cooling faster than Katherine Steiner-Davion's heart in the cold Tharkad winter denied the FWL access to many excellent Liao designs, so in the end, a thinktank was formed to set forth guidelines for a new Marik BattleMech. It would use what parts were available to keep costs down, yet still be an effective BattleMech of the line. Unfortunately, the end result was something less than desired, coming into being seemingly only through the inertia of Marik politics and compromise. The thinktank came to a consensus on only a few major points (uncommon for Mariks). A quick favorite design was the Capellan Jinggau, a medium/heavy-weight OmniMech prized by the CCAF for its versatility and combat-effectiveness. However, the FWL military did not want to put huge amounts of money into overall cost-per-unit built. Their guidelines completed, Curtiss Militech, the creator of the TR1 Wraith, was the first with a proposal and a working testbed, and were thus handed the contract for the new BattleMech, to be known as the Ryksein, named for the famous Marik captain of yore Marshall Ryksein, known for his exploits against the Capellans in the Second Succession War.

Capabilities: While the Ryksein does not use an expensive and vulnerable extralight engine, the standard General Motors fusion powerplant delivers above-average performance for a 'Mech of the Ryksein's weight and class, similar in top end to the Marik-made Trebuchet and Apollo. However, it does use endosteel and ferro-fibrous materials to garner the necessary weight savings need to install the desired weapons complement. The Curtiss designers went with a mix of laser and missile systems to deliver the Ryksein's offensive power. Paired Tronell III Heavy lasers, one in each arm, form the "main guns" of the Ryksein, and deliver reliable performance. A brace of Generation Streak-4 racks are mounted in the torsos to provide backup short-to-medium range hitting power which are followed up by a pair of excellent RAMtech extended-range medium-grade lasers. However, in Curtiss' zeal for the project several errors were made, and not all by the manufacturer. Firstly, the Hellespont-CASE armor acquired from the Capellans was defective, prone to cracking and dropping whole sheets of armor plating. Secondly, the Apple Churchill Guiding Light targeting system had a failure rate four times higher than the norm, in fact missing the existence of a target completely once during testing. Other mishaps occurred during testing that were quickly hushed up so the project could be salvaged. Allegations were thrown about between Marik and Liao brass and the official word is that the equipment used was "defective" due to poor storage. The armor level is only good enough to cover little over eighty percent of the Ryksein's chassis. For a fire support mech, this may be adequate, but in a combination role design such as the Ryksein, it is not nearly enough, not to mention that its longest-range guns are only effective out to little over 420 meters. Additionally, the cooling system is deficient, meaning alpha strikes with the Ryksein's weapons will cause an immediate heat spike capable of destroying the entire 'Mech. The 'Mech's saving grace is its weaponry, although a pilot must be extremely careful in his or her approach to the battlefield, and is best teamed up with other fire-support capable units. Battle History: After many recalls and retrofits (record numbers for a design in its first two years of service), the Ryksein finally became a reliable 'Mech its pilot could place his trust in. Its combat history has been nothing spectacular, but the Ryksein is finally living up to its intended purpose as a medium mainline BattleMech in the Free Worlds League military.

Variants: Two proposed variants address the Ryksein's deficiencies on the battlefield. The first, the 2SM, downgrades the SRM racks to standard ones and tacks the weight on in additional armor plating. The second is a compromise between additional range and armor. It again downgrades the SRM racks, but only adds a single ton of armor. Another double-strength heat sink is installed, and the Tronel lasers are upgraded to extended-range models. Notable 'Mechs & MechWarriors: As a relatively new workhorse medium fire-support and line BattleMech, the Ryksein has not garnered any famous or infamous pilots in its service history. It is this ignominy that has kept it in good stead with the Marik Militias and put some C-bills in the coffers of Curtiss Militech. However, the only known "action" of the Ryksein involved the first testbed mule, unit ID ED-209, which misfired its laser array in the prototype phase and liquefied two of the design staff personnel. This incident was quickly hushed up by Curtiss Militech and the Marik military. Deployment: The Ryksein, true to its intended role, has been filling in slots in medium 'Mech lances in the Marik military machine, mostly in the Marik militias and other regular line units. More high-profile outfits have shunned deliveries of the Ryksein, holding out for more advanced machines like the Wraith or more effective fire-support platforms such as the newer Trebuchets.

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Type/Model:

Ryksein RYK-1SWMass: 45 tons Equipment: Crits MassInternal Structure: 75 pts Endo Steel 14 2.5 (Endo Steel Loc: 8 RA, 6 RT) Engine: 225 6 10

Walking MP: 5 Running MP: 8 Jumping MP: 0 Heat Sinks: 10 Double [20] 3 0 (Heat Sink Loc: 1 RT) Gyro: 4 3 Cockpit, Life Support, Sensors: 5 3Actuators: 12 0

L: Sh+UA, R: Sh+UA

Armor Factor: 125 pts Ferro-

Fibrous 14 7 (Armor Crit Loc: 3 LA, 11 LT)

Internal Armor Structure Value

Head: 3 9 Center Torso: 14 16

Center Torso (Rear): 6 L/R Side Torso: 11 14/14

L/R Side Torso (Rear): 4/4 L/R Arm: 7 11/11 L/R Leg:

11 18/18

Weapons & Equipment: Loc Heat Ammo Crits Mass1 Large Laser RA 8 2 5 1 Large Laser LA 8 2 5 1 Streak SRM 4 RT 3 25 2 4 (Ammo Loc: 1 RT) 1 Streak SRM 4 LT 3 1 3 2 ER Medium Lasers CT 10 2 2 CASE Equipment: RT 1 0.5 TOTALS: 32 68 45

Crits & Tons Left:

10 0

Calculated Factors: Total Cost: 4,294,175 C-Bills

Battle Value: 1018

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SPT-1SW Serpent 55 tons Type/Model: Serpent SPT-1SW Tech: Inner Sphere / 3067 Config: Biped OmniMech Rules: Level 2, Standard design Mass: 55 tons Chassis: Kallon Type XIX Endo Steel Power Plant: 275 Vlar Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Kallon Unity Weave w. CASE Ferro-Fibrous Armament: 20 tons pod space Manufacturer: Kallon Industries Location: Nanking / FC (KI) Communications System: Newburg Telescan 17 Targeting & Tracking System: Spar 3C MegaTrek Overview: When news of the success of Task Force Serpent, the annihilation of Clan Smoke Jaguar, and the end of the Clan invasion reached the Inner Sphere, many people celebrated. Upon hearing of the horrendous losses incurred, however, some were more realistic. Kallon Industries knew that, while many units would be coming back enriched with Clan technology, many others would require major rebuilding efforts. Executives at the Nanking offices decided to push through an OmniMech design that would fill all holes in a unit's formation while being able to compete with the latest Inner Sphere and Clan technology. Unfortunately they pushed a little too hard, and the rush to production ended up delaying production by years. From the start the Serpent project was plagued with problems. Although the local executives were trying to push the Serpent, the executives at the head office were making a priority of the Templar. Despite this redirection of resources, an ambitious young executive by the name of Stephen Ross decided to make the Serpent a reality. Unfortunately his arrogance cost him his career and cost another man his life. Development went slowly, and the manpower dedicated to the Serpent was stretched so thin that safeguards were almost nonexistent. These problems were further exacerbated by the decision to create an OmniMech. This advanced technology was still not widely spread, requiring more development time and effort than standard BattleMechs - time that Ross did not spare. The first prototype was rushed into testing months before the chief engineer felt it should have been. With the engineer's resignation on his desk, Ross began field tests. Numerous actuator failures kept the 'Mech from walking more than a few steps for the first week. Soon after, a massive gyroscope failure knocked the test bed out for a

month. The failures came to a head when a plasma leak in the right torso set off two tons of LRM ammunition. The integral CASE system failed, and the resulting explosion ripped through the center torso and cockpit, killing the pilot. The following investigation found Ross responsible for numerous violations of safety procedures and the design was shelved. However the original chief engineer, Ralph Houser, worked on it for two years in his spare time. A full redesign of the cooling system removed the risk of another plasma leak like the one that destroyed the prototype. Experience gained from the development of the Templar greatly advanced Houser's understanding of Omni technology, and with new blueprints in hand Houser was able to get enough support to resurrect the project. With more time and resources the creation of a new prototype went without a hitch, followed scant months later by full production. Capabilities: Two primary advantages Clan 'Mechs have over Inner Sphere designs are range and maneuverability. As the Serpent was originally envisioned to emulate and combat Clan designs, both of these ideas factored heavily into its development and the selection of its standard variants. Speed was a definite design priority for the Serpent, but it was secondary to cost effectiveness. Returning units would have numerous holes to fill in their ranks, and expensive extra light engines would make the design far too expensive to be purchased in any quantity. Instead, the bulkier but less costly endosteel and ferro-fibrous technologies were used to save weight. Over nine tons of the lighter armor provides more than adequate protection for the frame while keeping the price below six million C-bills for the base model. While this does restrict the top speed to 86kph, that was determined to be a sufficient tradeoff for a 'Mech of its weight class. Stephen Ross' original design called for long-range capabilities to reduce the Clans' range advantage, and the primary variant embodies everything Ross hoped it would be. Twin extended range particle cannons allow it to strike targets out to almost 700 meters. Three small lasers provide added punch at point blank ranges, and it mounts five jump jets for added mobility. The design does carry two extra double strength heat sinks over the base design, but even with them it can get warm in the cockpit. Configuration A takes a turn toward the cooler side with its dual rotary autocannons. Capable of laying down a withering wall of shells, overzealous pilots can run the two tons of ammunition dry in under two minutes. With only a pair of extended range medium lasers to fall back on, it is suggested that pilots of this variant keep near friendly lines and possible resupply. The beta variant is a true support variant but with even worse staying power than that of the alpha configuration. While a mechwarrior with rotary ACs can adjust his rate of fire to stretch his effective time on the field, no such adjustment is possible with this configuration's dual

LRM-15s. With the added accuracy of Artemis IV systems these weapons can be very dangerous, but the pilot only has a minute and a half worth of continuous fire. After that they're left with only a single extended range medium laser and the advice to retreat at best possible speed for resupply. This variant is thought to be cursed by some and while this idea is scoffed at by more rational mechwarriors, no one can deny that it seems to suffer more than its fair share of ammunition explosions. Configuration C is probably the most intimidating of the standard variants. The head chopping ability of the massive gauss rifle mounted on the right arm is rightly feared by any sane mechwarrior. There's enough ammunition for almost any single encounter, but when stores run dry there are still three extended range medium lasers to fall back on. Alternate configuration delta is the true long-range sniper. While dual LB 2-X autocannons may not be the most awe-inspiring weapons, their incredible range can't be ignored. Two tons of ammunition give the pilot the ability to carry both slug and cluster ammunition, and for slightly more moderate ranges it carries a single extended range large laser and an ER medium as a last-ditch weapon. The final standard configuration is the only nod to the necessities of infighting. Echo carries an impressive short-range array of four quad-tube streak SRM packs in the right arm and four extended range medium lasers in the left. To further enhance its effectiveness in urban environments this design also carries five jump jets, giving it a jump capacity of one hundred fifty meters. While more or less a sitting duck in open field engagements, this design can be absolutely vicious up close. Battle History: So far there has been no significant battle history built around the Serpent, as it is still reaching units across the Federated Suns. There were a few scuffles with Lyran and Clan Wolf forces during the FedCom Civil War, but thus far it has missed out on the largest battles. Deployment: Although units familiar with the Serpent's history tend to look on it with suspicion, those that haven't heard about its troubled development have been exceedingly happy with the design. It has proven highly reliable and durable, a favorite of techs and mechwarriors alike. It is hoped that continued use will clear the stigma attached to the design. Notable 'Mechs and Mechwarriors: Mechwarrior Joseph Walker Joseph Walker was the pilot that lost his life in the horrendous accident that took the first prototype. He was a highly popular test pilot at the time, well known for his skill and professionalism. His name was stenciled underneath the cockpit on the second prototype to honor his memory, and can still be found there to this day in Kallon's offices on Nanking.

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Type/Model:

SPT-1SW SerpentMass: 55 tons Equipment: Crits MassInternal Structure: 91 pts Endo Steel 14 3 (Endo Steel Loc: 3 RA, 9 RT, 2 RL) Engine: 275 6 15.5

Walking MP: 5 1 ER PPC Running MP: 8 1 Small Laser Jumping MP: 0 1 ER PPC Heat Sinks: 10 Double [20] 0 0 Gyro: 4 3 Cockpit, Life Support, Sensors: 5 3 Actuators: 16 0 5 Standard Jump Jets: L: Sh+UA+LA+H, R: Sh+UA+LA+H Armor Factor: 170 pts Ferro-Fibrous 14 9.5 (Armor Crit Loc: 3 LA, 9 LT, 2 LL)

Total Cost: Internal Armor

Structure ValueHead: 3 9

Center Torso: 18 23Center Torso (Rear): 8

L/R Side Torso: 13 18/18L/R Side Torso (Rear): 6/6

L/R Arm: 9 17/17L/R Leg:

13 24/24

1 Rotary AC/2

Weapons & Equipment: Loc Heat Ammo Crits MassCASE Equipment: LT RT 2 1 TOTALS: 0 61 35Crits & Tons Left: 17 20 TOTALS: Total Cost: 5,580,257 C-Bills

Battle Value: 691 Total Cost:

Battle Value:

Primary Configuration Configuration C Equipment: Crits Mass Heat Sinks: 12 Double [24] 6 2 (Heat Sink Loc: 1 LA, 1 RA) Actuators: L: Sh+UA, R: Sh+UA 12 0 Weapons & Equipment: Loc Heat Ammo Crits Mass

RA 15 3 7 RA 1 1 0.5 LA 15 3 7

1 Small Laser LA 1 1 0.5 1 Small Laser HD 1 1 0.5 CASE Equipment: LT RT 2 1

5 2.5 (Jump Jet Loc: 2 LT, 2 RT, 1 CT) TOTALS: 33 77

55

Crits & Tons Left: 1 0 Configuration D 7,336,505 C-Bills

Battle Value: 1399 Heat Sinks: Configuration A Equipment: Crits Mass Heat Sinks: 10 Double [20]

0 0

Actuators: 12 0 1 LB 2-X AC

L: Sh+UA, R: Sh+UA Weapons & Equipment: Loc Heat Ammo Crits Mass

RA 1 90 5 10 (Ammo Loc: 1 LA, 1 RA) 1 Rotary AC/2 LA 1 3 8 2 ER Medium Lasers CT 10 2 2 CASE Equipment: LT RT 2 1

22 67 55Crits & Tons Left: 11

0

6,552,301 C-Bills

1155

Configuration B Equipment: Crits Mass Heat Sinks: 10 Double [20]

0 0

Actuators: 16 0 4 ER Medium Lasers

L: Sh+UA+LA+H, R: Sh+UA+LA+H Weapons & Equipment: Loc Heat Ammo Crits Mass1 LRM 15 w/ Artemis IV RA 5 24 7 11 (Ammo Loc: 1 LT, 2 RT) 1 LRM 15 w/ Artemis IV LA 5 4 8 1 ER Medium Laser CT 5 1 1 CASE Equipment: LT RT 2 1 TOTALS: 15 73 55

Crits & Tons Left: 5 0Total Cost: 7,149,632 C-

Bills Battle Value: 1293

Equipment: Crits MassHeat Sinks: 10 Double [20]

0 0

Actuators: 14 0L: Sh+UA+LA+H, R: Sh+UA Weapons & Equipment: Loc Heat Ammo Crits Mass 1 Gauss Rifle RA 1 16 9 17 (Ammo Loc: 2 RT) 3 ER Medium Lasers LA 15 3 3 CASE Equipment: LT RT 2 1 TOTALS: 16 71 55

Crits & Tons Left: 7 0Total Cost: 6,690,155 C-

Bills Battle Value: 1487 Equipment: Crits Mass

10 Double [20]

0 0 Actuators: 12 0L: Sh+UA, R: Sh+UA Weapons & Equipment: Loc Heat Ammo Crits Mass 1 LB 2-X AC RA 1 90 6 8 (Ammo Loc: 1 LT, 1 RT)

LA 1 4 6 1 ER Large Laser CT 12 2 5 1 ER Medium Laser HD 5 1 1 CASE Equipment: LT RT 2 1 TOTALS: 19 70 55

Crits & Tons Left: 8 0Total Cost: 6,684,051 C-Bills

Battle Value: 1111

Configuration E Equipment: Crits MassHeat Sinks: 10 Double [20]

0 0

Actuators: Sh+UA+LA+H,

16 0L: R: Sh+UA+LA+H Weapons & Equipment: Loc Heat Ammo Crits Mass 4 Streak SRM 4s RA 12 25 5 13 (Ammo Loc: 1 RA)

LA 20 4 4 1 Small Laser HD 1 1 0.5 CASE Equipment: LT RT 2 1 5 Standard Jump Jets: 5 2.5 (Jump Jet Loc: 2 LT, 2 RT, 1 CT) TOTALS: 33 76

55

Crits & Tons Left: 2 0Total Cost: 7,556,992 C-Bills

Battle Value: 1434

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HTI-1SW Hotei 65 tons Type/Model: Hotei HTI-1SW Tech: Inner Sphere / 2750 Config: Biped BattleMech Rules: Level 1, Standard design Mass: 65 tons Chassis: Crucis Type V Power Plant: 325 VOX Fusion Walking Speed: 54.0 km/h Maximum Speed: 86.4 km/h Jump Jets: 5 Jump Capacity: 150 meters Armor Type: Ulston Prime Armament: 4 Exostar Small Lasers 4 Exostar II Medium Lasers 1 Sunglow Type 2 Large Laser Manufacturer: Newhart Interstellar Industries Limited Location: Unknown Communications System: StarLink 955G Targeting & Tracking System: Pulsar Tri-X Overview: Conceived in late 2765, the Hotei was a design that never got a chance to make its mark on the Inner Sphere. While this design breezed through initial research and development with almost no serious issues, it only reached production in December of 2766 - just days before the Amaris Coup on Terra. Although what few designs actually produced performed admirably in the upcoming conflicts, it was never produced in significant enough numbers to be remembered. What is notable about this 'Mech is its resemblance to the Clan Nova OmniMech. The hunched over appearance, forward jutting cockpit, and energy-based armament all point to a close relation to the Nova/Black Hawk. It is hypothesized that, although no examples of this 'Mech have existed in the Inner Sphere since the First Succession War, Kerensky may have taken one or more with him on the Exodus. While there is no direct evidence of this, the similarities between the machines are striking. Capabilities: The HTI-1SW Hotei was designed by NewHart Industries to complement that company's Guillotine design. By reducing the tonnage slightly they were able to increase the maneuverability over the Guillotine, giving it a maximum speed of 86kph and a jump capacity of 150 meters, unusual for a 'Mech of its size. Mobility is definitely one of this design's most attractive features. Due to its all-energy payload this design was known to create tremendous amounts of heat, which can degrade myomer performance drastically. The jump jets allowed it to virtually ignore the

effects of heat on its mobility, either pressing the attack or retreating to cool. Of course, heat could be a huge problem for this design. It was apparently not uncommon to see Hoteis sitting motionless on a battlefield, steaming, because the pilot wasn't able to manage his heat properly. This is likely one of the reasons none appears to have survived the Succession Wars. The shape of the Hotei was hotly contested by NewHart's engineers. Some thought that it was too odd looking and that a more traditional body style would result in better sales. The group that finalized the chassis, however, felt that the squat, compact shape would provide numerous advantages. The widely spaced legs would provide extra stability during combat operations, including jumps, and the hunched over appearance would help it hide behind available cover, especially in urban environments. This, combined with its mobility and low cost, makes it an adequate companion to the much-maligned Urbanmech. The drawback to the Hotei's mobility is the affect on its weapons payload. The huge 325 VOX engine and Anderson jump jets didn't leave much room for equipment. The designers knew they didn't have room for a significant weapons load and a large number of heat sinks, so they decided to go with an all laser compliment. This allowed them to maximize what firepower they could fit on the chassis without risking ammunition explosions from overheating. Even with its less than overwhelming heat dissipation capabilities, the Hotei is still not exactly a powerhouse. The Hotei's primary weapon is a large laser mounted in the left torso. This gives it respectable hitting power, although not a lot of range. Once the Hotei gets nearer its target it can bring its four medium lasers to bear, providing much more significant damage potential. At point blank range it can also add four small lasers to the barrage, although alpha strikes can sometimes be worse for the one firing than their potential targets. Although the designers could have swapped some armor for additional heat sinks, they decided against it. The apparent reasoning was that the armor would not only make it easier for pilots to get closer to their opponents, but it would help them survive the shutdowns they were sure to experience. Battle History: Due to the unfortunate timing of the Hotei's development it was unable to develop any significant battle history. Units were known to have participated in the recapture of Terra, but not in any significant numbers. The history of those few left after that campaign is completely unknown, although all are suspected to have been destroyed by the end of the First Succession War.

Deployment: The Hotei is not currently known to be deployed with any unit. In fact, it is highly unlikely that any examples of this 'Mech even exist. Variants: The Hotei did not exist long enough for any factory variants to be produced. There were plans for one that swapped most of its laser battery for long range missile launchers and ammo, but the factory was destroyed before the idea could ever be finalized. There is some talk of redesigning the Hotei with newer technology, improving its heat dissipation and payload, but this is unlikely to ever happen. Notable 'Mechs and Mechwarriors: Mechwarrior Ian Kent Ian Kent was the pilot of one of the rare Hoteis that saw combat on Terra. His heavy lance was ambushed and his lancemates obliterated by a Republican assault lance in the jungles of the Amazon. Kent did what he could to fight back, using the Hotei's jump jets to maximum advntage in the dense forest and riding the redline the whole time, but when he managed to jump directly behind the leading Atlas he was unable to resist an alpha strike. Although he did cripple his target's gyro and set off an ammo explosion that destroyed the enemy 'Mech, it also forced a shut down of his own 'Mech and made him an easy target for the remainder of the enemy assault lance.

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Type/Model: Hotei HTI-1SW Mass: 65 tons

Equipment: Crits MassInternal Structure: 104 pts Standard

0 6.5

Engine: 325 6 23.5 Walking MP: 5 Running MP: 8 Jumping MP: 5 Heat Sinks: 10 Single 0 0 Gyro: 4 4 Cockpit, Life Support, Sensors: 5 3 Actuators: 16 0 L: Sh+UA+LA+H, R: Sh+UA+LA+H Armor Factor:

192 pts Standard

0 12

Internal Armor Structure Value

Head: 3 9 Center Torso: 21 29

Center Torso (Rear): 10 L/R Side Torso: 15 20/20

L/R Side Torso (Rear): 7/7 L/R Arm: 10 18/18 L/R Leg: 15 27/27

Weapons & Equipment: Loc Heat Ammo Crits Mass2 Small Lasers RA 2 2 1 2 Small Lasers LA 2 2 1 4 Medium Lasers RT 12 4 4 1 Large Laser LT 8 2 5 5 Standard Jump Jets: 5 5 (Jump Jet Loc: 2 LT, 2 RT, 1 CT) TOTALS: 24 46 65Crits & Tons Left:

32 0

Calculated Factors: Total Cost: 6,550,059 C-Bills Battle Value: 1,130

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SHS-1SW Shishiku 95 tons

Type/Model: Shishiku SHS-1SW Tech: Inner Sphere / 3067 Config: Biped BattleMech Rules: Level 2, Standard Design Mass: 95 tons Chassis: Earthwerks VOL Standard Power Plant: 285 Pitban Fusion Walking Speed: 32.4 km/h Maximum Speed: 54.0 km/h Jump Jets: None Jump Capacity: 0 meters Armor Type: Mitchell Argon Standard Armament: 2 Tiegart Particle Projection Cannons 4 Diverse Optics Type 30 Large Lasers Manufacturer: Maltex Corporation Location: Nirasaki / DC (MC) Communications System: Colmax 90b Targeting & Tracking System: Cat's Eyes 5 Overview: Although Takashi Kurita's hatred of mercenaries, especially Wolf's Dragoons, bordered on madness his son Theodore was more realistic. Mercenaries had played a part in almost every war in the history of the Inner Sphere, and their utility in supplementing regular House units could not be ignored. Theodore secretly commissioned a new Battlemech design shortly after the battle of Luthien, one specifically designed for sale to mercenary units. It was hoped that this would attract more mercenary units to the Draconis Combine and repair relations that had been damaged by Takashi's thirst for vengeance. The job to design the new merc 'Mech was given to the Maltex Corporation on Nirasaki, a small manufacturing plant on the border of the Federated Suns. The engineers at Maltex looked first at what every mercenary unit holds most dear - money. There are many costs related to 'Mechs even beyond the initial purchase price - general maintenance, supplies, repairs, reloads, and even potential replacement. They set out to create a design that had very low operating costs with high survivability and the Shishiku was born. Development and testing of the Shishiku went more smoothly than anyone could have imagined. Using standard hardware easily accessible anywhere made testing and integration go like a breeze - the only advanced technology used was the double strength heat sinks and those had been in wide production since shortly after the discovery of the Gray Death memory core. Many of the other components were taken from their existing Hatamoto-Chi design - armor, PPCs, and communications system, among others. The use

of standard building materials and weapons (rather than extended range models) kept the costs down and significantly eased maintenance. Overall, the development and testing of the Shishiku was determined to be a resounding success. What kept the project from proceeding to production was the Coordinator himself, Takashi Kurita. Although Theodore had become the Gunji no Kanrei, Deputy for Military Affairs, he did not feel that it would be wise to further stress his relationship with his father. Although there was evidence of a stroke that had affected the Coordinator's thinking, he was still the Coordinator and his opinion of mercenaries was widely known. The prototype was put in storage and the project itself shelved for nearly a decade. It was only when Theodore became Coordinator that it was pulled out of mothballs and put into production. Capabilities: Despite the focus on cost effectiveness, the Shishiku certainly didn't suffer in terms of battlefield effectiveness. Its 95-ton frame carries a frightening battery of energy weapons along with as many double heat sinks as could be shoehorned onto the frame. The 285-rated Pitban engine drives the 'Mech to a maximum speed of approximately 52 kph, standard for designs in its weight class, and the chassis is protected by 18 tons of standard armor. This makes it very survivable and quite capable of forming the anchor in any heavy formation. It is the weaponry that really makes this design shine however. Again, the designers looked at cost before anything else. One major recurring cost that mercenary units have to endure is replacing expended ammunition, and a significant cause of 'Mech losses is ammunition explosions. For this reason they decided to go with an all-energy loadout; while this reduces some flexibility in terms of special ammunition and indirect fire capabilities, the specific energy loadout they decided on was considered "sufficient". To say the least, the energy batteries are "sufficient". Each arm contains a Tiegart particle projection cannon, both posing a significant threat to any target. Each of these are backed up by a pair of Diverse Optics Type 30 large lasers, each one an imposing weapon in its own right. Together these weapons are capable of stripping a 'Mech of nearly three tons of armor in the matter of a few seconds. The most significant drawback is the intense heat generated by these weapons, but the Shishiku mounts 21 double strength freezers that can dissipate over 75% of the heat generated. Deployment: As a mercenary 'Mech, the Shishiku has seen Combat across the Inner Sphere. It is still rather rare, however, as Maltex doesn't have the manufacturing capacity

to build the Hatamoto-Chi and the Shishiku full time. It is rumored that some examples have made their way into DCMS regular formations, unusual for a design that was developed for and marketed to mercenaries. It should be noted, however, that these 'Mechs are only sold to units that are currently working for the Combine. Although it is a relatively low cost design compared to contemporary units of its weight class, almost any 'Mech purchase is a significant investment. While some units see a disturbing shadow of the old Company Store syndrome, most see the Shishiku as too great of a prize to pass up. Variants: There are no factory variants of the Shishiku produced. However, even despite the commonly available components, sometimes mercenary commands must simply make do with what they have available. This has resulted in all sorts of odd conglomerations of weapons.

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Type/Model: Shishiku SHS-1SWMass: 95 tons Equipment: Crits Mass

Internal Structure: 145 pts Standard 0 9.5 Engine: 285 6 16.5

Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 21 Double [42] 30 11 (Heat Sink Loc: 1 LA, 1 RA, 4 LT, 4 RT) Gyro: 4 3 Cockpit, Life Support, Sensors: 5 3Actuators: 12 0

L: Sh+UA, R: Sh+UA Armor Factor: 288 pts Standard 0 18

Internal Armor Structure Value

Head: 3 9 Center Torso: 30 44

Center Torso (Rear): 15 L/R Side Torso: 20 29/29

L/R Side Torso (Rear): 10/10 L/R Arm: 16 32/32 L/R Leg:

20 39/39

Weapons & Equipment: Loc Heat Ammo Crits Mass1 PPC RA 10 3 7 2 Large Lasers RA 16 4 10 1 PPC LA 10 3 7 2 Large Lasers LA 16 4 10 TOTALS: 52 71 95Crits & Tons Left:

7 0

Calculated Factors: Total Cost: 8,900,775 C-Bills Battle Value: 1,748