Battletech - Recognition Guide - ilClan, Vol 10.pdf

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REC OG NI TI ON G U I DE : ILCLAN
VOLUME 10
STAR
LEAGUE
SUCCESSION
WARS
CLAN
INVASION
CIVIL WAR
JIHAD
DARK AGE
ILCLAN
C A T A LY S T G A M E L A B S
INTRODUCTION
RECOGNITION GUIDE: ILCLAN VOL. 10
sa
F
actor
,
3
Words which once seemed impossible now seem inevitable: the ilClan is nigh.
The turbulence of the last two decades has brought several of our fellow Clans to Terra’s doorstep, to say nothing of the Inner Sphere powers which gaze upon humanity’s
birthplace with hungry eyes. But we know our people, we know their aggression. One of them will move to take Terra first and claim the mantle of ilClan, however briefly. If
they intend to hold it, however, they will need new hardware—and, as ever, we stand ready to deliver. For a price.
Contained within these volumes is that hardware. It is an intriguing combination of all-new BattleMech designs and retrofits of existing Inner Sphere and Clan designs
with weapons and equipment suitable for modern combat. All are in our inventories or otherwise obtainable, and I have instructed all Merchant Caste personnel under my
command above the rank of Point Merchant to familiarize themselves with the contents of these reports and be ready to negotiate terms for any merchandise herein. I hope
you will assist me, “old friend,” with their distribution across all Khanates.
The wheel of power is poised to spin once more, but we must be the axle on which it revolves. Who winds up atop that wheel, and who is crushed beneath it, matters
little as long as we profit from each turn.
—Merchant Colonel Reece, aboard CSF
Atlantean,
Skate Khanate, 14 November 3150
Welcome to
Recognition Guide: ilClan,
a supplement offering players exciting new ’Mech variants rooted in the closing days of the Dark Age era and the transition
to the ilClan era. Inside, you’ll discover a mix of all-new ’Mechs only recently seen on battlefields of the Inner Sphere, alongside modern refits of long-existing and much-
loved units.
Each volume of
Recognition Guide: ilClan
includes full,
Technical Readout-style
entries on new ’Mechs or significant rebuilds of existing designs; a selection of brief write-
ups on existing variants; notable pilots for each ’Mech, and record sheets for immediate game use.
Special attention has been given to ’Mechs which were redesigned as part of the
BattleTech: Clan Invasion
Kickstarter, to ensure that these brand-new miniatures have a
place in games set in the Dark Age. Many of these units have torn apart battlefields of the Inner Sphere for hundreds of years. With these guides, they will continue to do so
for hundreds more.
CREDITS
Project Development:
Johannes Heidler
Development Assistance:
Aaron Cahall, Chris Wheeler
BattleTech Line Developer:
Ray Arrastia
Assistant Line Developer:
Aaron Cahall
Writing:
Lance Scarinci, Paul Sjardijn, Elliotte C. Want, Chris Wheeler
BattleTech Line Editor:
Aaron Cahall
Production Staff
Art Director:
Anthony Scroggins
Assistant Art Director:
Ray Arrastia
Cover Design and Layout:
David A. Kerber
Illustrations:
Alan Blackwell, Stephen Huda, Harri Kallio, Matt Plog,
Anthony Scroggins
Record Sheets:
Dave Nawton, Carl Spain, Matt Wilsbacher
Proofers, Core Fact Checkers, and Unit Design:
Ray Arrastia,
Matt Cross, Joshua Franklin, William Gauthier, Keith Hann,
Mike Miller, Joshua Perian, Luke Robertson, Lance Scarinci,
Matt Wilsbacher
Additional Fact Checkers:
Étienne Charron-Willard, Brent Evans,
Stephan Frabartolo, David Kerber, Eric Salzman
Special Thanks:
To Ashley Pollard nee Watkins, for creating the
Clan Classics almost 30 years ago and for sharing her original
notes with me, allowing a few additional ideas to now finally
see the light of day. To Lance and Dale for doing so much
more on this project than what they signed up for.
FIND US ONLINE
precentor_martial@catalystgamelabs.com
(e-mail address for any
BattleTech
questions)
http://bg.battletech.com/
(official
BattleTech
web pages)
http://www.CatalystGameLabs.com
(Catalyst web pages)
http://www.store.catalystgamelabs.com
(online ordering)
Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC.
7108 S. Pheasant Ridge Dr. • Spokane, WA 99224
35TR110
Under License From
®
©2020 The Topps Company, Inc. All Rights Reserved. Recognition Guide: IlClan, BattleTech, ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the
United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be
otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
HMC-13 HERMIT CRAB
light
’MECH
An energy weapons payload allows
Hermit Crabs
to range far from support and supply lines, and their
low-slung, oversized grabber arms are perfect for lifting,
hauling or hoisting materials. In fact, the ’Mech is often
seen in industrial and engineering roles, using its arms
and powered-down lasers to assist in construction and
welding projects. Various lifting ring attachment points
are also provided, dotting the underside of the ’Mech’s
chassis like barnacles and allowing the
Hermit Crab
to
easily carry external cargo. These features appear to be
a deliberate choice by StarCorps as an attempt to steal
some of the light IndustrialMech market.
BATTLE HISTORY
StarCorps employed several unconventional tactics
to generate interest in the
Hermit Crab.
Some have
been gifted to the Lyran Commonwealth and Duchy
of Tamarind-Abbey to assist with pirate hunting
operations, in return for battleROM data. Likewise,
StarCorps’ own security forces have conducted sweeps
of the near Periphery. The collected footage and
goodwill generated from these missions became a
powerful advertising campaign.
StarCorps also used independent contractors
to deliver its products, realizing that many small
worlds lack their own transport assets. In a number of
instances, these contractors helped defend planets from
pirates, often using
Hermit Crabs
and other StarCorps
wares in the defense of worlds including Khon Kaen
and Ashburton. The
Hermit Crabs
were then employed
in reconstruction roles following the battles.
Unfortunately, these campaigns have led to more
than a few ’Mechs ending up in pirate hands, most
notably in the Rim Territories. Recent attacks on the
Lyran Commonwealth featured
Hermit Crabs
at the
fore. On Tsarahavana, the militia put up a far stiffer
fight than expected, nearly routing The Blooddrinkers.
A
Hermit Crab
continued harassing the militia from the
rear, buying time for the pirates’ leader to forcefully rally
his troops. Given the devil’s choice of being executed
by David “Blooddrinker” Munis as they retreated or
turning back to fight, his men finally forced the militia
to surrender.
4
VARIANTS
StarCorps offers two variants of the
Hermit Crab
that both
carry the same Durallex Super Medium ferro-fibrous
armor used on the
Wight.
The HMC-14 swaps the center
torso jump jet for an extra laser, while the up-gunned
HMC-15 surrenders all jump capability to mount twin
Defiance 1002 light PPCs in place of the lasers.
NOTABLE ’MECHS
AND MECHWARRIORS
Hauptmann Christopher “Moose” Greene:
After his
entire family was killed in a succession of raids, Greene
embarked on a one-man mission to eradicate pirates.
Upon graduating from a MechWarrior academy, he
specifically chose the Eighth Lyran Regulars as his
first posting to get his revenge. Alas, the Eighth’s
involvement in Operation Hammerfall provided little
chance for vengeance, and cost Greene his
Crab.
Now
piloting a
Hermit Crab,
he gained a small measure
of justice during a pirate-hunting sweep through
the former Circinian worlds. Twice demoted for use
of excessive force, he refuses to take any pirate as a
prisoner. Unhappy with his lot, Greene is rumored to be
considering a position with StarCorps security forces so
he can continue his crusade.
Captain Jehan Fitte:
Believed to hail from a Lyran
Periphery world, Jehan does not seem to have graduated
from any known military academy, leaving doubt as
to his rank. However, “Captain” Fitte is a consummate
smuggler. Plying his trade in the anti-spinward Lyran
Periphery, he has been spotted everywhere from the
Timbuktu Collective to the Magistracy of Canopus. Fitte
will ship anything to anyone—at a price, of course—but
does appear to have a moral code that even credits will
not compromise.
Captain Octavius Cox:
An up-and-comer in The
Blooddrinkers, one of the many pirate bands that call
the Rim Territories home, Cox held the line in his HMC-
15 when many of his fellows fled the Tsarahavana militia.
When his own captain was executed for cowardice
during the battle, he was rewarded with a promotion for
his loyalty. An ambitious man, Cox is surely considering
carving out his own fiefdom within the newly expanded
Rim Territories.
Mass:
25 tons
Chassis:
Hollis Mark III
Power Plant:
Omni 175
Cruising Speed:
75 kph
Maximum Speed:
118 kph
Jump Jets:
Chilton 360
Jump Capacity:
210 meters
Armor:
Durallex Medium
Armament:
2 Diverse Optics Extended-Range Medium Lasers
Manufacturer:
StarCorps Industries
Primary Factory:
Son Hoa
Communications System:
Telestar Model XB-82
Targeting and Tracking System:
Starlight LX-3a
Following Son Hoa’s planetary independence in the
early thirty-second century, StarCorps looked to expand
its product range. Where the ancient 50-ton
Crab
design
is half the mass of the 100-ton
King Crab,
the
Hermit
Crab
is half that again. Designed as a low-cost, low-
maintenance “urban defense” platform, it is perfectly
suited for small settlements in the Periphery.
CAPABILITIES
With the majority of its products being heavy or assault
’Mechs sold to the Lyran market, StarCorps sought to
create a design better suited to the Commonwealth’s
neighbor. Possessing a movement profile similar to the
venerable
Jenner,
a staple of the DCMS for centuries,
the
Hermit Crab
is an able scout. In fact, the ’Mech’s
high-mounted hips and low center of gravity make the
design remarkably agile.
HMC-13 HERMIT CRAB
Type:
Hermit Crab
Technology Base: Inner Sphere
Tonnage: 25
Role: Scout
Battle Value: 731
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro:
Cockpit:
Armor Factor:
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Weapons
and Ammo
ER Medium Laser
ER Medium Laser
3 Jump Jets
Jump Jet
3 Jump Jets
5
175
7
11
7
10 [20]
80
Internal
Structure
3
8
6
4
6
Mass
2.5
7
Armor
Value
9
13
2
10
2
5
11
0
2
3
5
Location
RA
LA
RT
CT
LT
Critical
1
1
3
1
3
Tonnage
1
1
1.5
.5
1.5
Notes:
Features the following Design Quirks: Easy to
Maintain.
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