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Liberation: Coromodir

**Liberation: Coromodir** is a storyline mission in *Battletech*.

## Synopsis

This is the start of the final confrontation with the Directorate. Arrive at Coromodir and demand the Director's immediate surrender.

## Walkthrough

* Kamea wants to defeat the Directorate once and for all. With Coromodir isolated from what remains of its holdings across, Lady Arano wants to secure the surrender of House Espinosa by demonstrating the Restoration's power, flying her fleet over the capital and forcing Santiago to concede.
* However, when she actually talks to her uncle - for the first time in years, despite the conflict - he offers her a deal: Leave Coromodir in his hands, consolidate her power elsewhere, and leave Madeira as hostage in his care. When she declines, Lady Arano orders the immediate deployment of all her forces to the surface of the planet.
* As the battle rages across the planet, the Director unleashes his final weapon: Ostergaard. He has gone rogue, seizing control of *Iberia*, executing most of his command staff when they attempted to relieve him on command, and turning its weapons and battlemechs on the Restoration, to rob Lady Arano of the future - just as she did to him when she took his son from him by destroying the *Newgrange*. It's time to find a way for David to tackle Goliath: Take down a Fortress-class dropship without the means to do it.
Egress

**Egress** is a planet in the Aurigan Reach in *Battletech*.

## Description

This critical military and logistical world features a Duchy Regional Training Center, where volunteers for the Capellan Confederation Armed Forces are sent for training. The RTC on Egress specializes in infantry and vehicle training.

## Shops

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Assassin ASN-101

## Description

The ASN-101 is a rare Assassin Variant that reduces jump capability and trims some of its already-thin armor to mount additional weapons. The extra punch meshes well with its advanced tracking systems.

## Loadouts

* The 40 ton ASN-101 only has 3.44 tons available at full armor meaning any significant amount of weaponry will have to be added in reduction to its armor. The ASN-101 has an Intercept System mounted on its left torso that allows the mech to ignore three evasion from an opponent.
* The mech is exactly the same as the ASN-21 with two additional support hardpoints.

## Strategy

The ASN-101 is a very fragile and mobile mech. It is best to keep moving and target enemies with high evasion to make use of it's Intercept System.
Crab CRB-27B

**Crab CRB-27B** is a Medium-class 'Mech in Battletech. It supports 6 energy, 2 missile and 3 close range hardpoints. Comes with 2 ER L lasers, ER M laser, ER S laser and 6 double heat sinks.

## Description

The Crab 27B is a very old model that dates back to the days of the Star League. Its energy weapons are all rare, upgraded versions of the tech found on the CRB-20, allowing it to hit harder while still requiring no ammunition. Improved heat sinking also keeps it comparatively cool.
Gangtok

**Gangtok** is a planet in the Aurigan Reach in *Battletech*.

## Description

As a recently-colonized world, Gangtok is bustling with boom-town energy; temporary cities have sprung up all over the unremarkable Terran world, as eager prospectors, colonists, and merchants crowd in, all looking to strike it rich.

## Shops

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MacLeod's Land

**MacLeod's Land** is a planet in the Aurigan Reach in *Battletech*.

## Description

As a core planet in the Taurian Concordant, MacLeod's Land was once devastated in the Reunification War. More recently, its Terran-like geography and distributed population has made it a budget location for holovid shoots.

## Shops

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Battletech Wiki/Section 3

Guides
* System requirements and release dates.
* How to Play Guide for Battletech

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Brinton

**Brinton** is a planet in the Aurigan Reach in *Battletech*.

## Description

Brinton is an infamous world due to the plague that bears its name. Centuries ago the Capellans released a bio-weapon on the surface, which continues to be deadly even now. The target of numerous raids, Brinton is now heavily guarded by the Concordat.

## Shops

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Brisbane

**Brisbane** is a planet in the Aurigan Reach in *Battletech*.

## Description

Brisbane is a beautiful ocean world with pristine white-sand beaches that conceal a deadly secret: a viral degenerative nerve disease with no cure. Those unlucky enough to contract it gradually lose the use of their limbs and muscles.

## Shops

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Characters

The campaign of *Battletech* features many characters that play a pivotal role in the story. The crew that forms the backbone of your mercenary company is covered separately.

## Arano Restoration

Major
* High Lady Kamea Arano: The leader of the Restoration and the rightful heir to the throne of the Aurigan Reach.
* Lord Alexander Madeira: Lady Arano's confidante and political advisor.
* Doctor Farah Murad: A gifted mechanic and engineer, responsible for restoring the Argo.
* Sir Raju "Mastiff" Montgomery: A veteran MechWarrior and mentor to both Lady Kamea and Lady Victoria.

Minor
## Aurigan Directorate

Major
* Director Santiago Espinosa: A ruthless ruler leading the Directorate.
* Lady Victoria Espinosa: The Director's daughter and attack dog.

Minor
## Aurigan Reach nobility

House Karosas
* Lord Joseph Karosas
* Sir Otto Karosas
* Captain Raulo Grigas

## Magistracy of Canopus

Major
* Lady Ana Maria Centrella: Head of the Magistracy, currently using the Restoration to reduce tensions across the reach by destroying the belligerent Directorate.

## Taurian Concordat

Minor
* Commander Samuel Ostergaard: Head of a battalion dispatched to capture or kill Lady Arano.
Locura

**Locura** is a storyline mission in *Battletech*.

## Synopsis

This is an all-or-nothing situation. Ostergaard is on his way to Coromodir to break the back of the Restoration army, and Lady Arano is on her way to join them. You have one chance to wreck the *Iberia* and turn the tide... do this, and the war will be won.

You'll be attacking a Directorate communications station on Lyris, the second moon of Coromodir. The system's primary communications hub can be used to transmit the weaponized Locura virus that nearly destroyed the Argo to Iberia's systems, taking it out of commission. Meanwhile, Lady Arano and her army will be a distraction, marching on Cordia City to focus Ostergaard's attention on them.

## Walkthrough

·   You are attacking a base and must deliver Dr. Farah to the control tower.  She is riding in the first 'Mech you selected for this mission.  The initial opposition consists of turrets and the following OpFor: Jenner JR7-D, Orion ON1-K, Vindicator VND-1R and Catapult CPLT-C1.  In addition to your lance you have two allied Schrek PPC Carriers and two Sleipnirs.

·  Concentrate on the towers in the front as the left Sleipnir has the team to modify the turret programming.  Any turret you leave untouched will become your ally after 5 turns of re-programming. Note that you do not have to destroy them, merely stay in their field of view, as they will always prioritize targeting your mechs over the APCs.

·  As soon as you drop of Farah at the comm tower a new lance gets dropped off inside the compound to the right of where you entered it, just by the chasm.  The lance consists of a Grasshopper GHR-5H, a Quickdraw QKD-5A as well as -4G and one Orion ON1-V.  Keep them busy as it takes 10 turns to upload the virus.

·  After another five turns another lance drops in at the far right of the compound consisting of one Jenner JR7-D, one Banshee BNC-3M, one JagerMech JM6-S and one Battlemaster BLR-1G.  Hold out another five turns before Ostergaard’s DropShip gets infected by the virus. Ostergaard will contact you, announcing his defection from the Concord Navy in favor of pursuing his vendetta against Lady Arano. However, he's interrupted by the Locura, which manages to hit just minutes before the *Iberia* lands.

## Outcome

* The Iberia is destroyed, crashing out of control into the surface of Coromodir. Realizing that the cause is lost, Director Espinosa orders his troops to stand down, refusing to spill even more blood. However, Victoria Espinosa refuses to lay down arms, after having killed eleven thousand people on Perdition to realize her father's plans. She challenges Lady Arano to combat on the Arano tourney grounds, giving her one chance to take Lord Madeira back. Lady Arano accepts the challenge.
Heat

**Heat** is one of the strategic considerations in every engagement. If a 'Mech's heat exceeds the overheat threshold at the end of a turn, it will take internal structure damage. The threshold is 50% + 5% per point of Guts of the 'Mech's heat capacity.
Reaching the end of the heat capacity will cause a shutdown and require a turn to reactivate the mech. A shutdown is not desirable for your own units, as it gives the enemy a free called shot. On the flip side, overheating enemy mechs is an effective way to get free shots at their vulnerable bits.

You can see heat for your own mechs in the user interface - a bar that fills gradually with red, and flashes yellow when you are likely to exceed the heat threshold. In addition, heat affects the mech animations in game (for both your and your opponent's mechs). A mech approaching the heat threshold will appear to be surrounded in heat haze, and look a bit blurry. An overheated mech that is taking damage will glow red-hot.

## Gaining heat

* Firing weapons. Generally energy weapons cause the most heat and ballistic weapons the least.
* Jumping causes 7.5 heat per jump jet
* Being hit by a Flamer or Inferno Missile. (Multiple flamer and inferno missile hits can be very irritating, and degrade the target's combat capability much more than the damage amount suggests).
* Mechs have an internal heat bank that holds 100 heat. If you gain more than that it shuts down and requires a full turn action to 'RESTART'. Shutting Down also clears all your current evasion.
* Each Mech warrior has their own threshold of heat they can stand in the Mechs internal Bank before it takes internal damage. Their individual Heat Threshold is based on their Guts skill. Pilots with GUTS level 1-5 have 60. Pilots with GUTS level 6-8 have 75. Pilots with GUTS level 9-10 have 90.

## Heat sinks

Heat is removed by heat sinks. Every 'Mech gets 10 heat sinks included as part of their reactor. 'Mechs may mount additional heat sinks, which each remove 3 heat per turn. Standing in water doubles the effectiveness of heat sinks, and the biome also has a significant impact on heat sinking.

## Heat Exchangers

Exchangers reduce the amount of heat generated when firing weapons by a fixed percentage and are not affected by temperature of the biome or terrain. Multiple heat exchangers are multiplicative, so it is not possible to add enough heat exchangers to reduce heat to zero. Instead, each subsequent exchanger reduces the percentage of the heat left over after the effect of the previous exchanger, eg: three Exchanger++, which reduce heat by 20% each, would still leave 0.8\*0.8\*0.8=0.512=51% of the original heat to be dissipated by the regular heat sinks.

## Heat Banks

Heat Banks increase the overheating threshold and the total heat amount to cause shutdown.
Catapult CPLT-C1

**Catapult CPLT-C1** is a Heavy-class 'Mech in *Battletech*.

## Description

The Catapult C1 is a fire support 'Mech that can hold its own at short range, and can continue fighting after its ammo runs dry. Armed with two LRM-15 racks and four Medium Lasers, it is also one of the few Heavy 'Mechs equipped with Jump Jets.

## Loadouts

**Missile Boat:** Make full use of your missile slots by mounting 2 x LRM20's, and load with 4-5 tons of ammunition. The remaining tonnage can be a combination of Jump Jets, Medium Lasers, Heat-sinks, armor, or ammunition.

**Laser Sniper:** The C1 variant has 4 Energy hard-points, which allows it to be utilized as an Energy-based Sniper. 4 x Large Laser, or 3 x Large Laser + 1 x Medium Laser, with the remaining tonnage going into Heat-sinks and Jump Jets. Since nothing is mounted in the arms, additional tonnage can be saved by shaving armor off them, if preferred.

**Mid-Range Brawler:** This build utilizes the variety of hard-points available to the C1 variant. 2 x SRM6 with 2 tons of ammunition and 4 x Medium Laser give a respectable 196 damage with an Alpha Strike (even more with +damage mods). This configuration also leaves us with plenty of available tonnage, which is put into Armor, Jump Jets, and Heat-sinks, and maybe 2 x Small Laser, if desired.

**PPC Sniper:** Remove all equipment and equip PPC in the left, center, and right torsos to achieve an extremely long ranged sniper. Additionally, double heat sinks can be added to remove the risk of overheating in a single salvo. Armor from the weaponless arms can be removed to cover the extremely loaded torsos, and an additional laser can be added to the center torso if you're careful with your heat.

## Strategy

Click here to add a strategy!

* Ah, the Catapult C1. Just like its namesake, it's good at lobbing large numbers of missiles over terrain without fear of return fire. Surprisingly, it's also not too shabby at closer ranges in a pinch.
Griffin GRF-2N

**Griffin GRF-2N** is a Medium-class 'Mech in *Battletech*.

## Description

The Griffin 2N is an old Star League model that was among the most versatile 'Mechs in its heyday. Its weapons generated a lot of heat, but the old Double Heat Sinks were put in to handle it. It's almost impossible to find those anymore, though.

## Loadouts

* **SRM Brawler** - Arguably the best Medium-Class Brawler, the 2N variant can comfortably fit 4 x SRM6 w/ 3 tons of ammunition and full jump jets to act as an effective mobile "shotgun", with remaining tonnage left over for additional armor, heat sinks, or more lasers.
* SRM Skirmisher - Right Arm ER Large Laser; paired SRM 4 & SRM 6 in each side torso, each pair fed by one ton of ammo in each leg.
* Recon/Striker - Right Arm ER Large Laser & ER Medium Laser; Right Torso SRM 6 w/1 ton ammo; Left Torso LRM 15 w/ 2 tons ammo.

## Strategy

* The 2N variant has the highest available tonnage of all medium-class 'mechs currently in the game.
* You play the 2N during Raising the Dead.
* The GRF-2N is a potential reward for the Criminal Minds Flashpoint, and it is the most reliable way to acquire this 'mech in the game.
* Black Market Shop - parts or Mech (Including D-Heat sink)
Athna

**Athna** is a planet in the Aurigan Reach in *Battletech*.

## Description

Athna of the low albedo was established as a graphite mine before being all but abandoned by the \*

 Capellan Confederation after a rebellion. But some of the old domes remain unshattered and scavengers of all sorts can be found within.

## Shops

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Dunianshire

* Magistracy of Canopus

* Capellan Confederation
* Magistracy of Canopus

* Aurigan Pirates
* Capellan Confederation
* Magistracy of Canopus

}}
**Dunianshire** is a planet in the Aurigan Reach in *Battletech*.

## Description

The industrial world of Dunianshire, home to the Majesty Metals corporation, is choked by pollution and the sulfurous by-products of heavy industry. The majority of the population lives in the city of Londinium, where breathing filters are required to go outdoors.

## Shops

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Liberate Itrom

**Liberate Itrom** is a storyline mission given by the Arano Restoration as part of the campaign in *Battletech*, available after completing a couple of contracts after Defense: Smithon.

## Synopsis

The Directorate has taken possession of Itrom's largest processor and refinery, and is attempting to loot the attached silos of rare and valuable minerals. We want you to claim them for the Restoration instead, in order to boost the war effort and provide the Restoration with a massive amount of exotic materials: To the tune of a *year's* worth.

## Walkthrough

* This is a timed strike mission in a martian setting, with the opposition consisting of a variety of mechs and vehicles. Bring a lance with good firepower and heat management, since you need to swiftly take out the opposition. The capture of each silo is timed from the moment the enemy detects you, so you need to act quick.
* Your mission objective is to capture up to 3 storage silos one at a time, and you need to take control of at least one storage silo to succeed. It's natural to capture this silos in order: Alpha, Bravo, Charlie.
* Each silo will be guarded by a lance of mechs/vehicles, and as soon as they see you or you attack them, you have 5 rounds to clear the opposition before the silo is set to self destruct. The units guarding the silos are:
	+ Alpha - Blackjack BJ-1, Commando COM-1B, Griffin GRF-1S and SRM Carrier;
	+ Bravo - Centurion CN9-AL, Locust LCT-1V, Trebuchet TBT-5N and LRM Carrier;
	+ Charlie - Cicada CDA-3C, Jenner JR7-D, Shadow Hawk SHD-2H and SRM Carrier.
* After you capture the first silo an evac zone will appear, and you can end the mission or capture the remaining silos as you wish. Each captured silo increases your payout by 25%, so it's well worth the hassle.

## Rewards

* The strike provides enough supplies and a distraction for Restoration forces to swarm and take Itron, liberating Lady Samantha Gallas, who promptly defects to the Restoration. She gives the leadership evidence of the Directorate's treachery, or rather, a lead: All the data is stored on Guldra. Lord Madeira's parents have collected an insurance policy for themselves, which contains blackmail on every member of the Directorate up to Santiago himself.
* As soon as she gives the lead, however, the Castle is destroyed by a fuel air bomb planted by Directorate forces. House Gallas is wiped out, but the Restoration has a lead to follow in order to get the Taurians off their backs.
* Lord Madeira decides to follow this lead himself with an inconspicuous bodyguard, in order to spare Guldra the bloodshed associated with an outright invasion. Against Kamea's advice, he goes in, while it's up to you and your company to hold the line.
Dust Raker

**Zachary "DustRaker" Shiseo-Yen**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Zachary Shiseo-Yen grew up as the foster son of his father's commanding officer in the Draconis Combine. He was one of many. Along with his foster brothers, he was enrolled in a special institute set up for the orphaned offspring of the Arm of the Dragon, and taught that the only way avenge his loss was with blood. He did not question, for it was all he knew.

As an infantryman deployed in support of BattleMech units, he displayed an unusual tenacity that earned the personal attention of one of the senior 'Mech pilots. Over the course of the following decade, the bond between the young soldier and the elder pilot grew, and as the MechWarrior was transferred between assignments, he made sure to bring his favorite foot soldier with him.

In time, at his mentor's request, Zachary was removed from the front lines and made the MechWarrior's personal aide and technician. He learned a great deal in this time, absorbing not only his mentor's piloting wisdom, but his jaded attitude about life in the Draconis Combine.

And then, one day, his mentor died. It wasn't even an honorable death in battle, but in his sleep. While the death was declared to be heart failure, cohort opinion turned against Zachary. When his celebrated mentor had lived, nobody had dared express their jealousy over his status, but now that he was gone, that jealousy became suspicion and then outright accusations of murder.

As Zachary was trying to decide how to defend his honor and cope with his grief, he discovered a final message from his mentor ordering him to flee the Combine to find a new life. Zachary chose to obey that final order. Now he wanders the Periphery, putting to use everything he learned at his mentor's side, and hoping to once again find a place where he is valued.
Demolisher

**Demolisher** is a vehicle in *Battletech*.

## Strategy

The Demolisher is one of the most dangerous vehicles to encounter, and can easily punish an unaware commander. With an initiative of 1, it's one the last units to move in a round, but with twin AC/20's, it can easily blast a hole in heavy 'Mechs, or even bring down a light 'Mech in 1 salvo. Eliminating it quickly is imperative, and can easily be done by stomping on it with a big enough mech at the beginning of a round, without giving it a chance to fire. However, when its with maxed armor, only the biggest and strongest mechs can 1 stomp kill it, making it usually requiring a lot of concentrated firepower to take down.

The biggest problem of the Demolisher, other than its firepower, is its durability. When in good repair, the Front and Turret can each survive a pair of AC-20 hits before suffering internal damage, and the damage distribution system make it all but inevitable that hits will divert to the sides. The sides themselves are significantly weaker, but often require a precision shot to ensure destruction in one salvo. LRM barrages are only moderately effective, often running head first into the scatter shot problem.

And god help you if they're both in cover and have other units to act at spotters.
Heliat

**Heliat** is a planet in the Aurigan Reach in *Battletech*.

## Description

Heliat is a pleasant agricultural world, but also a backwater, thanks to its position away from all major trade routes. This relative isolation has led to an insular, conservative culture, centered around the local offshoot of Catholicism.

## Shops

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Battlemech components

Each of the 25 battlemechs can be heavily customized in the mech bay.

## Weapons

* Ballistic weapons
* Energy weapons
* Missile weapons
* Antipersonnel weapons

## Upgrades

* Heat sinks: Disperse heat accumulated by the mech.
* Jump jets: Allow for jumping the mech across the battlefield
* Cockpits: All 'Mechs come equipped with a stock cockpit configuration, which can be upgraded for improved performance. Cockpit Mods upgrade the structure of the area the MechWarrior occupies during combat, granting increased protection from mortal injuries.
* Target tracking systems: All 'Mechs come equipped with a stock targeting and tracking system-or TTS-which can be upgraded for improved performance. Upgrades increase accuracy when attacking with Ballistic, Energy, or Missile weaponry, depending on the type of TTS.
* Gyros: Gyros counteract the massive amounts of momentum generated from 'Mech engines and allow for precision maneuvering and recovery from stability-impacting attacks. All 'Mechs come equipped with a stock Gyro, which can be upgraded for improved performance.
* Actuators: Actuators control a 'Mech's limbs and are used to perform Melee attacks at close quarters. All 'Mechs come equipped with stock Actuators, which can be upgraded for improved performance.
Battlemaster BLR-1GB

**Battlemaster BLR-1GB** is a Assault-class 'Mech in Battletech.

## Description

The BLR-1GB is an enhanced BattleMaster variant that was developed for the SLDF's Royal Divisions. This model boasts superb weaponry, armor, and heat management systems. Extremely rare and expensive, but worth the price.

## Loadouts

With 46.5 tons of payload the BLR-1GB is a 4 ton improvement over the 1G model. The BLR-1GB also has double engine heat sinks that enable it to sink a base 60 heat per round.

**Laser Flanker** With 8 energy, 2 missile, and 1 support hard point it's easy to see the BLR-1GB intended use. Whether brawling or sniping it's above average speed and ability to mount 4 jump jets make it an ideal 'mech for making crippling shots to an enemie's side or back.

## Opinion

The BLR-1GB is by no means a bad 'mech, but it struggles to find a place on a lance with access to SDLF tech. You can get better payload and initiative out of the SDLF Black Knight without sacrificing any speed, jump capability, or energy hard points. You can get better payload out of most other assault 'mechs if you're willing to sacrifice some speed. It's a bit of a jack-of-all-trades 'mech; good at several things, but master of none.
Merlin

**Merlin** is a planet in the Aurigan Reach in *Battletech*.

## Description

Though there's no official record of anybody colonizing Merlin, the desert planet is nonetheless dotted with multiple unfinished construction projects on high rocky cliffs that suggest somebody once had ambitions for the world.

## Shops

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Assassin ASN-21

## Description

The ASN-21 lives up to its name, at least against lighter units. It has astounding jump capability in addition to its ground speed and a flexible weapons package. It has poor armor for its tonnage, however, so it's best at hit and run attacks.

## Loadouts

* The default Assassin loadout is very flexible, and terrible. The mech has one medium laser, one SRM 2 and a LRM 5.
* The 40 ton ASN-21 only has 3.44 tons available at full armor meaning any significant amount of weaponry will have to be added in reduction to its armor. The ASN-21 has an Intercept System mounted on its left torso that allows the mech to ignore three evasion from an opponent.

## Strategy

The ASN-21 is a fragile and mobile mech. It is best to keep moving and target enemies with high evasion to make use of it's Intercept System.
Gearhead

**Marcus "Gearhead" Dubrovski**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Marcus Dubroski grew up on the streets of Cluff's Stand. While he didn't always get enough to eat, he managed to find ways to make himself useful to local tradesmen who wanted him to have a future. They clubbed together to send him to the best technical school in the system.

He graduated with honors but even that can't create opportunities out of thin air. Without any other options, he enlisted in the planetary military. Unfortunately he enlisted approximately one year before the entire military organization collapsed due to lack of payroll. Markus stole a truck full of hardware, sold it via a friend on the streets, and headed off planet to Solaris VII. There he signed up for an apprenticeship at a stable with openings, went through comprehensive training with other rookies, and survived his first public bout.

He soon realized that he wasn't a fan of people cheering when he lost. As soon as he paid off his training debt, he moved on from Solaris VII to the Periphery, where he now makes a living as a mercenary. He makes friends easily and finally seems content with the life he's made for himself.
Independence

**Independence** is a planet in the Aurigan Reach in *Battletech*.

## Description

Independence is a lush world, dominated by vast oceans and jungle-covered volcanic islands. The plutocratic government runs the planet primarily for recreational tourists, with the inhabitants regulated by a strict caste system.

## Shops

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Mithron

**Mithron** is a planet in the Aurigan Reach in *Battletech*.

## Description

While Mithron was originally settled by a minor religious group, the inhabitants have mostly left that faith behind. They are, however, justifiably proud of the planet's sunsets, which apparently make living in the mining settlements worth it.

## Shops

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Leopard

The ***Leopard*** is an extremely small and cramped DropShip belonging to the Marauders. It's your only means of transportation until you acquire the *Argo*. It also cannot be upgraded at all, unlike the Argo.

The *Leopard* has a very small crew complement. Your staff consists of XO Darius Oliveira, Chief Mech Tech Yang Virtanen, and Navigator Sumire Meyer.

### Command center

Staffed by XO Oliveira, the command center contains the contracts interface, allowing you to browse and accept contracts.

### Barracks

The barracks on the Leopard are represented by a screen next to XO Oliveira. You can improve your pilots' skills (unlocking new abilities), dismiss them, and hire new pilots here. The *Leopard* is limited to just eight bunks for MechWarriors, though.

### Mech bay

The mech bays are where the magic happens. Overseen by Chief Mech Tech Virtanen, the bays can store only six Mechs and cannot be upgraded (hey, it's a small dropship).

### Navigation

The part of the bridge with the star map (see star systems for more details) and Navigator Meyer. She can introduce the gameplay mechanics to you.

### Captain's quarters

Your personal quarters, where you can customize the company (changing its name, color pattern, and insignia), review the ledger and just how deep in trouble you are finance-wise, and review your current standing with the major factions.
Lyran Commonwealth

**Lyran Commonwealth** (Steiner) is a faction in *Battletech*.

## Background

The Lyran Commonwealth is one of the five Successor States of the Star League, located coreward and anti-spinward of Terra. Ruled by House Steiner, the Commonwealth is the wealthiest of the five, with an entrenched and powerful noble class. The focus on pedigree and prestige among the nobility has often resulted in less-than-brilliant officers being elevated to high command, to the detriment of the Commonwealth's military strength. Much of the Commonwealth's success comes from the vast resources located within its borders. The current ruler of the Commonwealth is Archon Katrina Steiner, notable for her peace proposal that, in allying the Commonwealth with the Federated Suns, effectively ended the Third Succession War.

## Notes

* House Steiner is the bad guy in MechWarrior 4: Vengeance
Exodus

**Kenrik "Exodus" DelVillar**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Kenrik was born on Bellevue in the Federated Suns, to parents who were executed promptly after his birth for failing to keep oaths made to a local crime lord. Kenrik himself was adopted into the crime lord's extensive 'family,' and from his earliest years was employed doing 'errands' for the family matriarch.

As he grew, so did his 'family.' By the time he was an adult, they were a 'syndicate,' and he was running smuggling operations between cities, escorting the convoys in a BattleMech that had been 'adopted' just like him. Eventually, a long-term investigation fingered him, and the family matriarch shipped him off-planet to Solaris VII, to protect him as well as herself.

On Solaris VII, under instructions to create a new identity for himself, he settled into training to join a gladiatorial stable. While there, he dueled and defeated a spunky younger pilot who quickly decided he was her new mentor. When he received word from Bellevue that it was time for him to move on from Solaris VII, the kid followed him all the way out to the Periphery.

Intermittently, they work together now. When they aren't on the same contracts, he answers her mail. Occasionally. Sometimes. But the letters from Bellevue telling him he can come home again, those, he ignores
Grasshopper GHR-5H

**Grasshopper GHR-5H** is a Heavy-class 'Mech in *Battletech*.

## Description

The Grasshopper 5H was designed as a dedicated Light and Medium 'Mech hunter. Aside from its LRM-5 rack, the 5H is dedicated to energy weapons. Jump Jets and a high rate of speed allow the 5H to rapidly close distances and bring its weapons to bear on any target.

## Loadouts

Heavy Firestarter: With six utility hardpoints and good mobility, the Grasshopper can be given multiple flamers and used like a heavier version of the Firestarter, closing with enemies and causing them to overheat. This can be combined with two Large Lasers for damage output over all ranges.

Maximum Laser: Put Medium Laser on all 7 energy hardpoints and fill the 6 support hardpoints with Small Laser. This maximizes firepower with the Medium Lasers alone already give significant amount of damage at moderate range and is absolutely devastating if the Small Lasers can be fired. Alternatively, Machine Guns can be used instead of Small Laser for less damage but also less heat. The MG variant is particularly outstanding when back attacking as focusing fire on a rear torso that contains ammo will VERY often cause an ammo explosion, typically crippling or killing the target. The MG variant is also more likely to get head taps, making it more useful if you want to increase your salvage opportunities.

Medium Range Skirmisher: Alternate configuration of above, fill the Energy hardpoints with Medium Lasers as above, but also put an SRM4 on the head missile hardpoint. This also means you have to sacrifice some support weapons or armor to make room for it, but it gives you a better punch at medium range.

With the 1.1 update, 4x Large Lasers becomes a viable strat on this mech, dealing decent damage at a decent range with pretty good mobility for the class of mech. Can be used as your crippler, targeting mechs which have either been shut down or knocked over to shoot out legs for max salvage opportunities, in addition to being a very mobile mech which can take quite a few hits.

## Strategy

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* Don't be fooled by its whimsical name, the Grasshopper is a killer that specializes in hunting down light and medium 'Mechs. Its superb jump ability and good armor allow it to get behind foes easily to bring its all-Energy weapons to bear.

SPAMSPAMSPAMSPAMSPAMSPAM support weapons and stack arm mods. Keep the four MLs for fire power against heavier Mechs. Mount five Small Lasers, a ton of Machine Gun ammo, five Machine Guns, and two Flamers. If you're really feeling PunchMaster9000, then replace another Medium with two Smalls. If you REALLY, REALLY want to punch like a maniac, replace two medium lasers with the appropriate amount of small laser four small lasers. Move over Firestarter. There's a bigger, badder, and better punching Superman.
Desolate Plains

**Desolate Plains** is a planet in the Aurigan Reach in *Battletech*.

## Description

Desolate Plains has had the misfortune of being caught between \*

 Federated Suns, \*

 Capellan Confederation, and the Taurians, and has suffered as a consequence: space battles led to the complete destruction of the planet's single small moon, leaving a dangerous ring system in orbit.

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Kintaro KTO-18

**Kintaro KTO-18** is a Medium-class 'Mech in *Battletech*.

## Description

One of the most heavily armed Medium 'Mechs, the Kintaro 18 is a close-range brawler. Three SRM-6 racks and two Medium Lasers are capable of slagging most 'Mechs with only a few volleys - but pilots should beware, as the Kintaro runs very hot.

## Loadouts

* **Optimized Stock Loadout** - Make a point of removing the LRM and its ammo ASAP -- they don't contribute the Kintaro's mission of close-range combat, and the tonnage freed is enough to mount an extra three heat sinks. This gives the Kintaro a much better sustained damage output, and gives it significantly better staying power in any kind of serious close-range brawl.
* **SRM Brawler/Flanker** - Any combination of 5 x SRM4 and/or SRM6 unloads a lot of damage at close range. With the Kintaro's speed and capability to mount 5 Jump Jets, it makes for a highly-mobile shotgun-flanker. Note that running more SRM6 racks comes at the expense of Armor, Jump Jets, Heat Sinks, or ammunition bins.
* **LRM Boat** - If you are having trouble finding a decent missile boat, the Kintaro can mount twin LRM-15s with a ton of ammo each

## Strategy

Click here to add a strategy!

* The Kintaro 18 is a beast of a machine. It's fast for its size, mounts heavy armor, and can literally shred most other 'Mechs with its almost ridiculous amount of close-range weaponry. But, it runs hotter than Hell's saunas.

Kintaro is a terrifying close range missile mech and also has decent melee. Mount an arm mod, fire your missiles a few times and avoid heating up further by proceeding to melee.

The Kintaro is capable of carrying five LRM-5's along with ammunition. Paired with a Target Acquisition Gear (TAG) and a ER Large Laser, this configuration can support forces from the rear suppressing any pilot trying to advance.
Adrenaline

**Aidan "Adrenaline" Slipais**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

The son of military reservists in the Federated Suns, Aidan Slipais decided to step up the family commitment to military action by attending one of the military academies. Aptitude testing there declared him to be a good fit for special ops, so when he graduated from the Academy, he gave it a try.

His superior officers found very little to complain about, but in the old fairytale parlance, Aidan himself found it 'too hot'. So on his next tour, he opted to join a regular unit, to see if he enjoyed the more relaxing pace of overt warfare more.

He found his special ops experience quite useful in commanding his unit, and once again, his commanding officers had nothing but praise for his performance. Alas for the Armed Forces of the Federated Suns, he found it 'too cold'.

So, in search of something that would get his blood pumping but not make his hair stand on end, he retired from military service and traveled to Solaris VII. He joined a stable, participated in some bouts, and found a new stage in an old story: 'too expensive.'

Now, he works as a mercenary in the Periphery. It isn't the military career he dreamed of as a child, but for now, it's 'just right,' the perfect mix of excitement and downtime in an all-expenses-paid environment.
Catapult CPLT-K2

**Catapult CPLT-K2** is a Heavy-class 'Mech in *Battletech*.

## Description

The Catapult K2 is an outside-the-box redesign that trades the indirect-fire capability for heavier direct-fire PPCs. It doesn't usually mount Jump Jets, though, so it can be a bit more restricted in its use.

## Loadouts

**Sniper:** This build provides decent pin-point damage from long-range. The K2 Variant has the tonnage to run 2 x AC/5 w/ 2 tons of ammunition + 2 x Large Laser for a respectable 170 damage from afar. Shaving some armor to add a Jump Jet or 2 is a viable option.

**Mid-ranged Brawler:** The K2 Variant is a viable brawler mech. Mount a single AC/20 w/ 2 tons of ammunition + 4 x Medium Lasers, with the rest of the tonnage going to Jump Jets, Heat-sinks, additional Armor, or Support Weapons.

**Head-Hunter:** In order to completely destroy an opposing mech's head in a single shot, assuming that no armor was stripped off the head slot, a total of 61 damage must be dealt. This build mounts 2 x Kaliyama AC10+ or AC10++, which deal 65 and 70 damage respectively, for the sole purpose of making Called shots to the Head. Remaining tonnage goes to 2 tons of ammunition and 2 Jump Jets. Some armor can be stripped to free up more tonnage for additional ammunition or Jump Jets. A pilot with Tactics 9 will be required for optimal performance.
Atreus Prime

**Atreus Prime** is a planet in the Aurigan Reach in *Battletech*.

## Description

A pleasant world in the heart of the Concordat, Atreus Prime was scarred by an ancient battle between the SLDF and Taurian rebels, well before the Amaris Civil War. A swath of the planet is a barren radioactive wasteland, littered with the shells of dead 'Mechs.

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Cate's Hold

**Cate's Hold** is a planet in the Aurigan Reach in *Battletech*.

## Description

Cate's Hold was settled as a gambling and resort world, but soon became a critical logistical center for the Magistracy in the Reunification War. Recent prospectors have discovered caches of SLDF technology and radioactive ores, once more drawing interest to the planet.

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Aurigan Mercenaries

**Aurigan Mercenaries** (Mercenaries) is a faction in *Battletech*.

## Background

The Rimward Frontier is a hotbed of simmering hostilities, piracy, and low-intensity skirmishes. In this environment, MechWarriors with more guts than sense can carve out a living for themselves as independent mercenaries. The pay is good, but the survival rate is very, very low.
Hunchback HBK-4P

**Hunchback HBK-4P** is a Medium-class 'Mech in *Battletech*.

## Description

The Hunchback 4P is a common variant of the 4G. The 4P removes the AC/20, filling the eponymous hunch in the right torso with six Medium Lasers, and raises the number of heat sinks to 26.

## Loadouts

* **Optimized Stock Loadout** - The stock configuration has little to be improved, except maybe removing the Small Laser, cutting a Heat-Sink or 2, or shaving some armor to make room for Jump Jets, if desired. Otherwise, it is already a very effective "Clean-Up" 'mech at stock configuration

* **Long Range Fire Support** - With the 1.1 patch, swapping out the Medium Lasers for a couple of Large Lasers wouldn't be the worst idea for this mech. It still won't have any stability damage, but it'll have more range and almost the same heat efficiency as a Medium Laser. If you absolutely need stability damage, use a PPC, but unless you have a lance tactic which requires it, there probably isn't much need.

## Strategy

Click here to add a strategy!

* The 4P version of the Hunchback trades the singular impact of a massive Autocannon for a frightening array of lighter Energy weaponry that is actually capable of dealing more damage overall. This all comes at the cost of greatly increased heat buildup, of course.
* The Hunchback 4P is one of the most devastating medium 'mechs in the game to fight at medium-to-close range, with eight medium lasers providing a solid 200 damage in a single shot. If you fight against one, take it out at long range, and call a shot into the right torso - eight mediums is a threat to any mech, up to and including hundred-tonners. Using it yourself is a delight if you can get it in range, and hell if you can't. Remember to keep your left arm facing the enemy so they hit a mostly-useless part of the 'mech. Hunches love a good close-up brawl - if you have the right DLC, then urban fights are where you want to be here.
Flashpoints

**Flashpoints** are a special type of mission in Battletech.

## Overview

Flashpoints are multi-part missions introduced with the Battletech: Flashpoint DLC. Paradox Games described them as such when the DLC was first announced:

*"Flashpoints embroil players in the feuds and machinations of the various Great Houses of the Inner Sphere, and are designed to keep even the most hardened mercenary commanders on their toes. In addition to narrative twists and turns, some Flashpoint stories include consecutive deployments in which players can’t repair or heal between missions, while others feature infiltration contracts that restrict the tonnage of deployable BattleMechs."*

Flashpoints are available for both Campaign Mode and Career Mode. In Campaign, all Campaign missions must be complete before they become available. In Career, they are available immediately, although it will take a few days of career time before they appear on the Star Map.

The release of the 2nd DLC, Battletech: Urban Warfare, added new flashpoints to the game.

The 3rd DLC, Battletech: Heavy Metal, added a flashpoint campaign. Flashpoint campaign missions will appear on the map in blue instead of yellow.

## List of Flashpoints

**Released with Battletech: Flashpoint**

* Bourbon & Battlemechs
* Criminal Minds
* Davion Alliance
* Extracurricular Activities
* Head Hunting
* Joint Venture
* Kurita Alliance
* Liao Alliance
* Marik Alliance
* Operation: Flattened Earth
* Steiner Alliance
* The Baying of Hounds
* The Defector
* The Long Hunt
* The Opportunist
* The Steel Beast
* Unwelcome Guests
* White Lies

**Released with Battletech: Urban Warfare**

* A House Divided
* Double Agent
* Hearts and Minds
* One Man's Trash
* Prototype
* Red Hunt
* Siegebreaker
* Succession
* Tournament of Champions
* Yang Virtanen's Big Score

**Released with Battletech: Heavy Metal**

* Flashpoint Campaign
	+ Of Unknown Origin
	+ Hunting Season
	+ Hourglass
	+ Standoff
Bellatrix

**Bellatrix** is a planet in the Aurigan Reach in *Battletech*.

## Description

Bellatrix has a long and proud history, having been settled in the First Exodus. The system was briefly captured by the Free Worlds League during the Star League era, but was retaken by mercenaries employed by the Capellan Confederation.

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Blockade

**Ellis "Blockade" Simonsen**  is a Ronin mechwarrior in *Battletech*.

## Bio

Ellis Simonsen was born and raised on a space station orbiting Coromodir 5, the only child of a team of engineers who decided to have a child as a bonding exercise. It was, he freely admits, a weird childhood. He managed to develop a completely normal personality, with good metrics in every field that mattered and his parents are still patting themselves on the back about that twenty years later.

He went to a military academy on Coromodir 6, and after graduation pursued further schooling before joining the Royal Guard. There, he quickly became a popular lieutenant due to his mild personality, dependable nature and general patience. Unfortunately, in 3022, a new commanding officer made the mistake of assuming all those positive traits meant he would blindly obey illegal orders.

After incapacitating his commanding officer, he directed his command in the defense of House Arano until it was clear there was no immediate hope in that regard. He then saw to his command's safety before escaping off-world. Now, he works as a mercenary while monitoring the Aurigan situation, waiting for a chance to once again honor his oaths to House Arano.

## Strategy

Click here to add a strategy!

Poor Blockade. His skills tell a story the mechanics don't quite back up. In theory, he's supposed to be a jack-of-all-trades, capable of switching between melee and ranged combat as needed, and lethal in either. But he's built to stack evasion pips, not tank damage. That becomes a gradually worse idea as the enemy forces, and incoming fire start piling up. You could stick him a Catapult or Trebuchet and fire off salvos from behind the main line. Or attempt a guts and glory approach by charging in close with a melee mech. Just don't be surprised if this ends with long waits in the infirmary, or a memorial plaque. Either way, take Ace Pilot pronto. Blockade needs every advantage possible, and choosing when to move is a major one.
Coromodir

**Coromodir** is a planet in the Aurigan Reach in *Battletech*.

## Description

Coromodir is the center of power of the Aurigan government. Two habitable worlds house nearly three billion people, and at the heart of Coromodir 6 is the vast Taurian fortress that serves as both capital and last bastion of defense. Both House Arano and House Espinosa consider Coromodir their ancestral home.

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Itrom

**Itrom** is a planet in the Aurigan Reach in *Battletech*.

## Description

One of the four founding worlds of the Aurigan Coalition under the direction of House Gallas, Itrom is a jewel of the region, a pleasant Terran world with a population of over a billion. Centuries-old wars left a scar across the surface: a cratered radioactive wasteland that dominates the northern hemisphere.

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