recursal/Fanatic-Fandom huggingface dataset:
Modding General Gameplay

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MercTech: Wolfhound

## History:

Designed by the Lyran Commonwealth to counter the Draconis Combine's dreaded Panther and Jenner combo, the 35 ton Wolfhound would become a trademark light-hunter for the realm, as well as the later Federated Commonwealth. To fight the Panther and Jenner simultaneously, the Wolfhound needed to conform to a number of specifications, it needed to be tough enough to take repeated PPC blasts from the Panther as well as being fast enough to close in quickly on the slow mech, and it needed a long-ranged weapon to wear down the fast but poorly armored Jenner before it can close in to its effective weapons range. The resulting mech had a deadly combination of speed, armor and firepower, with its sole drawback being the lack of cooling needed to keep its heat load under control.

An upgraded variant using newly-rediscovered double-strength heat sinks would rectify the design's high heat curve, while later Steiner and Kell Hound variants would incorporate newer energy weapons onto the mech, improving its power and range.

## Variants:

### WLF-1:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Standard 210

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 4x Medium Lasers

### WLF-1A:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Standard 210

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 11 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 3x Medium Lasers

### WLF-1B:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Standard 210

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 4x Medium Lasers
MercTech: Vulcan

## History:

Designed for anti-infantry duties for the SLDF during the final years of the Amaris Civil War, the 40 ton Vulcan would quickly prove itself an excellent choice for the role in urban environments, where these kind of battlefields would become more common. With a top speed of 97 kph and a sextet of Jump Jets, the Vulcan would prove a difficult mech to keep pace with in the tight confines of an urban battlefield, especially important considering its lackluster protection and inadequate firepower against hardened targets. It is against unarmored infantry that the Vulcan shines, with its machine gun and flamer quickly dispatching them, with a medium-class laser for a more powerful punch and a small class-2 autocannon for use at range against light vehicles.

Although its original factory on Northwind was destroyed during the ensuing Succession Wars, the Vulcan's schematics would be spared and remain in the hands of the Lyran Commonwealth and the Free Worlds League, who would keep it in limited production while the other Great Houses would do their best to maintain their remaining stock. A common variant seen replaces the underpowered autocannon with three more medium lasers, and additional heat sinks and armor, making this variant more effective against vehicles and other mechs. The Vulcan would see a few upgraded variants over the decades with all of them also replacing the autocannon with a more potent primary weapon.

## Variants:

### VL-2T:

Structure: Standard

Armor: Standard 5 tons

Engine: Standard 240

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-2 w/ 1t ammo, 1x Medium Laser, 1x Flamer, 1x Machine Gun w/ 1t ammo, 6x Jump Jets

### VL-5T:

Structure: Standard

Armor: Standard 7 tons

Engine: Standard 240

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 4x Medium Lasers, 1x Flamer, 1x Machine Gun w/ 1t ammo, 6x Jump Jets
MercTech: Cyclops

## History:

Armor: Standard 17 tons

Engine: Standard 360

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 14 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-10s w/ 4t ammo, 1x SRM-4 w/ 1t ammo, 3x Medium Lasers

Armor: Standard 10 tons

Engine: Standard 360

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-20 w/ 4t ammo, 1x LRM-10 w/ 1t ammo, 1x SRM-4 w/ 1t ammo, 2x Medium Lasers

### CP-11-A:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 360

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Gauss w/ 2t ammo, 1x LRM-10 w/ 2t ammo, 1x SRM-4 w/ 1t ammo, 2x Medium Lasers
Initial Setup

## Mod Kit Installation

The first step to modding MW5 is downloading and installing the MW5 Modding Toolkit (also known as the MW5 editor). Currently the MW5 editor is only available through the Epic Games Store. However, you are not required to own a copy of MW5 through the EGS in order to start the download. This is a rather large download, around 90GBs, so make sure you have enough space. It's also advisable to give your self enough room to store your various modding projects as the editor will keep an uncompiled copy of all your assets in the same location that it is installed to. If you can try to install on an SSD as this will help decrease load times.

## First Steps

You have the modkit installed and now it's time to open the editor. Click on that lovely icon in the EGS and... then go get your preferred work beverage. The initial start-up of the editor can take quite a while depending on system specs. Once the Editor launches you should see something like this (insert image).
Nazar

## Background

**Nazar** is one of the great heroes who defeated the Demon King during the war.

## Plot

### Conjecture Chronicles

**Nazar** is one of the leaders who led the suicide squad to eliminate the Demon Lord Geddigs. He sympathized for the demon races, thus suggesting peace between all the races. Without him, many races would become extinct when the war ended.
MercTech: Panther

## History:

One of the Draconis Combine's primary light mechs, the Panther is a rather slow 35-tonner, but it packs a mean punch. Originally built for the SLDF, the early Panthers relied on a large-class laser for long-range combat, with a four-tube SRM system for use up close, where it can exploit any holes in a target's armor, and a quartet of Jump Jets to augment its lackluster mobility. Users of this Panther model would find the laser's punch lacking, but after the fall of the Star League and the beginning of the Succession Wars these models would still be used out of necessity. The sole remaining factory would belong to the Draconis Combine, who completely redesigned the Panther to use a powerful particle cannon instead of the laser, and it would cement itself in the Combine's scout lances as a fire-support mech.

The Combine's redesigned Panther would continue to see upgrades throughout the 31st and 32nd Centuries, even as it would be slowly replaced by newer designs. Many of these upgraded Panthers would replace their PPCs with more advanced variants and either increase the number of SRMs it can fire, add Artemis systems to them, or replace them with Streak versions.

## Variants:

### PNT-8Z:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Standard 140

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 14 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 1x SRM-4 w/ 1t ammo, 4x Jump Jets

### PNT-9R:

Structure: Standard

Armor: Standard 6.5 tons

Engine: Standard 140

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x SRM-4 w/ 1t ammo, 4x Jump Jets

### PNT-10K:

Structure: Endo-Steel

Armor: Standard 6.5 tons

Engine: Standard 140

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x ERPPC, 1x SRM-4 w/ Artemis IV w/ 1t ammo, CASE, 4x Jump Jets
MercTech: Cicada

## History:

Designed as a competitor to the supremely successful Locust, the 40 ton Cicada is twice the weight, but manages to match its competitor in speed and surpass it in durability and firepower. The Cicada was Hartfordco Industries' first and, ultimately, last foray into the battlemech market, as the company went under during the Succession Wars. To match the Locust's excellent top speed, the Cicada required a massive 320-rated fusion engine, its weight limiting its firepower and its protection to a measly 4 tons of armor. While overall the Cicada is a superior fighter to the Locust, it is over twice as expensive, which is why it never reached its level of success.

By the 31st Century the Cicada was nearly extinct, until the rediscovery of the Helm Memory Core allowed it to re-enter production, where the integration of advanced technologies into new variants allowed the Cicada to perform different roles than scouting, including sniping and fire support. New variants would continue to be developed until the Word of Blake's Jihad.

## Variants:

### CDA-2A:

Structure: Standard

Armor: Standard 4 tons

Engine: Standard 320

Top Speed: 130 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Medium Lasers, 1x Small Laser

### CDA-2B:

Structure: Standard

Armor: Standard 3.5 tons

Engine: Standard 320

Top Speed: 130 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Medium Lasers, 1x Flamer

### CDA-3C:

Structure: Standard

Armor: Standard 4 tons

Engine: Standard 280

Top Speed: 113 kph

Gyro: Standard

Heat Sinks: 11 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 2x Machine Guns w/ 1t ammo

### CDA-3M:

Structure: Standard

Armor: Standard 4 tons

Engine: Extra-Light 320

Top Speed: 130 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 1x UAC-5 w/ 1t ammo, 2x Medium Lasers, 1x Small Pulse Laser, CASE

### CDA-3F:

Structure: Endo-Steel

Armor: Ferro-Fibrous 6.5 tons

Engine: Extra-Light 320

Top Speed: 130 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 1x ERPPC, 2x Medium Lasers, 8x Jump Jets
MercTech: Cataphract

## History:

The 70 ton Cataphract was a mech born out of necessity for the Capellan Confederation. Desperate for a locally-produced heavy mech that would be easy to maintain, the Cataphract uses common components used on the Phoenix Hawk, Shadow Hawk and Marauder, leading many to refer to it as a Frankenmech. Virtually all of the Capellan-designed variants of the Cataphract rely on a large-bore autocannon and a particle cannon, granting it excellent firepower at a variety of ranges, with enough armor to survive front-line combat.

In an embarrassing loss for the Confederation, the Cataphract's sole factory would be lost to the Federated Suns, who would produce it themselves for use in the Capellan March. The Suns would even produce an upgraded variant, the -3D, adding their own Davion theme of multiple autocannons on the design. The Capellans would ultimately restore production of their heavy mech, and would continuously upgrade it over the next century with new technologies.

## Variants:

### CTF-1X:

Structure: Standard

Armor: Standard 11 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-10 w/ 1t ammo, 1x PPC, 4x Medium Lasers

### CTF-2X:

Structure: Standard

Armor: Standard 13 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 14 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-10 w/ 2t ammo, 1x Large Laser, 1x SRM-4 w/ 1t ammo, 2x Medium Lasers

### CTF-4X:

Structure: Standard

Armor: Standard 14 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 2x AC-5s w/ 4t ammo, 1x Large Laser, 1x LRM-5 w/ 1t ammo

### CTF-3D:

Structure: Standard

Armor: Standard 11 tons

Engine: Extra-Light 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LB 10-X w/ 2t ammo, 1x Ultra AC-5 w/ 1t ammo, 4x Medium Lasers, 2x CASE
MercTech: Grasshopper

## History:

Armor: Standard 13 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 22 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 1x LRM-5 w/ 1t ammo, 4x Medium Lasers, 4x Jump Jets

Armor: Standard 13 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 22 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 5x Medium Lasers, 4x Jump Jets

Armor: Standard 13 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 22 Single Heat Sinks

Cockpit: Standard

Equipment: 1x ER Large Laser, 1x Streak SRM-2 w/ 2t ammo, 2x Medium Lasers, 1x AMS w/ 1t ammo, 4x Jump Jets
MercTech: Vindicator

## History

The Capellan Confederation's premier workhorse battlemech, the 45 ton Vindicator is designed to be as versatile as possible, capable of performing any role it needs, although not to any decent level. Well armored and packing a decent long-ranged punch with its PPC and small LRM system, the Vindicator is slower than most other mechs of its weight, although this is somewhat mitigated by the inclusion of Jump Jets. Overall, despite its lack of a defined role, the Vindicator is a cheap and rugged mech that is suitable to a large range of mission tasks.

Designed to use exclusively locally-produced parts, the Vindicator has been mass produced in the Capellan Confederation since its introduction, becoming an extremely common sight within the realm, while making it difficult for examples used by other Houses to find replacement parts. The Confederation would continue to improve the design with new technologies up until the end of the Jihad, when newer designs would eventually replace it afterwards.

## Variants:

### VND-1X:

Structure: Standard

Armor: Standard 9 tons

Engine: Standard 180

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 15 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x LRM-5 w/ 1t ammo, 1x Medium Laser, 2x Machine Guns w/ 0.5t ammo, 4x Jump Jets

### VND-1R:

Structure: Standard

Armor: Standard 9 tons

Engine: Standard 180

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x LRM-5 w/ 1t ammo, 1x Medium Laser, 1x Small Laser, 4x Jump Jets

### VND-1AA:

Structure: Standard

Armor: Standard 4.5 tons

Engine: Standard 225

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 16 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x LRM-5 w/ 1t ammo, 1x Medium Laser, 1x Small Laser, 5x Jump Jets
MercTech: Multi-Missile Launcher

Created by the Battle Magic mercenary unit in the later 3060s to ease the logistical problems of managing different missile systems, Multi-Missile launchers are capable of loading all the various ammunition types used by both LRM and SRM launchers. Using dual-purpose launch tubes that can load both the larger SRMs and smaller LRMs, MMLs offer the versatility of being able to fire both types of missiles, which can make a unit effective at virtually all ranges, although the system doesn't offer the raw ton for ton effectiveness at a given range of either dedicated launcher.

MMLs are available in 3, 5, 7 and 9 tube versions. Like SRMs and LRMs, MMLs are compatible with Artemis-IV fire control systems, which allows it to make full use of compatible missiles.
Materials, Textures, and Paint Schemes

## Materials

### What are Materials and what are Textures

Material Instances (MTI) refer the the base visual aspects of a specific mech or model. While Texture Masks (MSK) are image files that overlay the base materials and modify them. You can kind of think of material settings as the skin and texture masks as the clothes. This isn't an entirely accurate analogy since the MTI will actually modify how the MSKs are applied.

## Textures

As stated above, Texture Masks (MSK) are a selection of image file overlays that modify the base materials of the mech. There are a total of 8 texture masks. 4 for the body and 4 for variant assets. Each with their own purpose.
2002 FIFA 월드컵

**2002년 FIFA 월드컵**은 대한민국과 일본에서 공동으로 개최된 10번째 FIFA 월드컵이다. 2002년 5월 31일부터 2002년 6월 30일까지 32개국이 대한민국과 일본에 각 10개씩 위치한 무려 총 20개 경기장에서 64경기를 치렀다. 이는 양국이 모두 대회 단독 개최를 상정하고 경기장 건설/보수 계획을 세웠는데, 대회가 공동 개최로 결정된 뒤에도 이 계획을 그대로 진행하는 바람에 결국 역대 가장 많은 경기장에서 치러진 월드컵이 된 것이며 이 때문에 일본 측에서 32개국 진출, 64경기 → 40개국 진출, 96경기로 늘려달라고 FIFA에 강력히 요청했지만 받아들여지지 않았고, 결국 경기장 하나당 고작 서너 경기만 열렸다. 실제로 무려 2,000억을 들여 지은 서울월드컵경기장도 개막식과 개막전을 포함해 고작 세 경기만 열렸다. 그나마 그 세 경기들도 입장권 시스템 오류에 비인기 경기들만 개최되어 만석을 못 채웠다.

## 개최국 선정

월드컵은 그동안 유럽과/아메리카 대륙(남미+북미)이 번갈아 가면서 개최됐지만, 시간이 흘러가며 다른 대륙에도 개최권을 주어야 한다는 공감대가 형성되었다. 하지만 유럽과 아메리카 대륙을 벗어난 곳에서 월드컵을 개최할 국력과 축구에 대한 관심과 그에 걸맞는 실력이 있는 국가는 아시아 지역의 대한민국과 일본밖에 없었다. 따라서 2002년 월드컵은 사실상 아시아 쪽의 한일 양국 중 한 곳에서 개최한다는 공감대가 형성되어 있었다. 그에 따라 아시아의 자존심이 되고 싶었던 대한민국과 아시아 최고를 외쳤던 일본 사이에 치열한 개최 경쟁이 벌어졌다.

결국 일본의 제안으로 대한민국과 일본이 공동으로 개최하는 쪽으로 의견을 잡았으며 얼마안가 공동 개최국으로 확정되었다.

## 지역 예선

대회 개최국 자격으로 본선 자동 진출 자격을 얻은 대한민국과 일본를 제외하고, FIFA 회원국은 예선을 통해 진출 자격을 획득할 수 있다.

### 본선 진출국

* 사우디아라비아
* 일본 **(개최국)**

CAF (3개국)* 라이베리아
* 말리
* 세네갈

OFC (1개국)* 뉴질랜드

* 미국

CONMEBOL (3개국)* 아르헨티나
* 브라질
* 파라과이

* 독일
* 아일랜드
* 튀르키예

## 시드 배정

* 대한민국 (개최국)
* 브라질
* 잉글랜드
* 파라과이
* 멕시코
* 미국
* 말리
* 세네갈
* 사우디아라비아
* 튀르키예
* 아일랜드
* 뉴질랜드
MercTech: Annihilator

## History:

When this bizarre 100 ton mech was sighted within the ranks of the mysterious Wolf's Dragoons mercenary company, analysts where completely lost as to where the Annihilator originated. Designed during the final year of the Amaris Civil War by the Star League Defense Force, the Annihilator is intended as the ultimate city defense mech, holding its ground and dismantling any opponent it faces in a hail of autocannon fire. In order to carry an astounding 4 class-10 autocannons and 4 medium-class lasers, the Annihilator sacrifices armor and engine size, with its protection being comparable to what's seen on many heavy mechs, and its 200-rated engine capable of propelling the mech at a lumbering 32 kph, tying it for the slowest mech in production with the infamous Urbanmech.

The Annihilator's presence in the Dragoons was due to a logistical error, as the mech was virtually unknown to the rest of the Inner Sphere before the SLDF went into Exile and eventually formed the Clans. Nonetheless, this error had managed to revive the design, as the mech would re-enter production and even see new variants produced by both the Dragoons and their close associates the Kell Hounds mercenary company.

## Variants:

### ANH-1A:

Structure: Standard

Armor: Standard 12.5 tons

Engine: Standard 200

Top Speed: 32 kph

Gyro: Standard

Heat Sinks: 18 Single Heat Sinks

Cockpit: Standard

Equipment: 4x AC-10s w/ 4t ammo, 4x Medium Lasers

### ANH-1E:

Structure: Standard

Armor: Standard 13.5 tons

Engine: Standard 200

Top Speed: 32 kph

Gyro: Standard

Heat Sinks: 41 Single Heat Sinks

Cockpit: Standard

Equipment: 4x PPCs, 4x Medium Lasers

### ANH-1X:

Structure: Standard

Armor: Standard 19 tons

Engine: Standard 200

Top Speed: 32 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 4x LB 10-X w/ 6t ammo, 4x Medium Lasers, 2x Small Pulse Lasers, 1x Small Laser, 2x CASE

### ANH-2A:

Structure: Standard

Armor: Standard 12.5 tons

Engine: Standard 200

Top Speed: 32 kph

Gyro: Standard

Heat Sinks: 17 Single Heat Sinks

Cockpit: Standard

Equipment: 4x LB 10-X w/ 4t ammo, 4x Medium Pulse Lasers, 2x CASE

### ANH-3A:

Structure: Standard

Armor: Light Ferro-Fibrous 18.5 tons

Engine: Compact 200

Top Speed: 32 kph

Gyro: Compact

Heat Sinks: 12 Double Heat Sinks

Cockpit: Standard

Equipment: 8x Light AC-2s w/ 5t ammo, 4x ER Medium Lasers, Targeting Comp, 1x CASE
MercTech: Spider

## History:

Designed by Newhart Interstellar Industries Limited in 2650, the 30 ton Spider would happen to possess the specifications that the SLDF were looking for. As the mech was immediately ready to be produced, the SLDF quickly bought out the production lines, intending it to be used for special operations. With a top speed of around 130 kph and possessing an impressive eight Jump Jets, the Spider would be among the most agile mechs ever produced, capable of outrunning and outjumping most other light mechs, and given the original's all-energy weapon loadout, it would be primarily used for extended scouting and recon missions.

As few Spiders were produced, it would become a rare sight on the battlefields of the Succession Wars, with spare parts being valuable enough to warrant dedicated raiding operations to secure them. Eventually the Spider would re-enter production for the Free World's League and the Draconis Combine, who would continue to upgrade the design for the next few decades.

## Variants:

### SDR-5V:

Structure: Standard

Armor: Standard 3.5 tons

Engine: Standard 240

Top Speed: 130 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Medium Lasers, 8x Jump Jets

### SDR-5D:

Structure: Standard

Armor: Standard 3.5 tons

Engine: Standard 240

Top Speed: 130 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Medium Laser, 1x Flamer, 8x Jump Jets

### SDR-5K:

Structure: Standard

Armor: Standard 3.5 tons

Engine: Standard 240

Top Speed: 130 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Medium Laser, 2x Machine Guns w/ 1t ammo, 8x Jump Jets
MercTech: Champion

## History:

The second mech to be designed by Bergan Industries, producers of the legendary and extremely common Locust scout mech, the 60 ton Champion would be a flawed mech that would nonetheless remain popular within the SLDF military for a time. With a top speed of over 80 kilometers, the Champion was an extremely mobile mech for the time, able to quickly reposition itself to more advantageous terrain, but its poor armor and lackluster firepower would lead it to being replaced by newer, more advanced, and more lethal mechs over the centuries, relegating it to the militaries of the Great Houses.

With the destruction of the Champion's factory during the Amaris Civil War, the nations of the Inner Sphere would be forced to make do with the remaining examples, which had to be downgraded as the technologies for its advanced armor, autocannon, and missile fire control system were lost in the nuclear fire of the Succession Wars. While the Capellan Confederation and the Lyran Commonwealth would have the largest stock of the mech, Comstar would secretly possess a stockpile of original, SLDF-spec Champions for their Com Guard, and would upgrade them to their new Clanbuster variant in preparation for the battle of Tukayyid. Otherwise, a few other variants of the Champion would exist, including an SLDF Royals model and another Comstar variant introduced after the Clan Invasion.

## Variants:

### CHP-2N:

Structure: Standard

Armor: Standard 8 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-10 w/ 2t ammo, 1x SRM-6 w/ 1t ammo, 2x Medium Lasers, 2x Small Lasers

### CHP-1N:

Structure: Standard

Armor: Ferro-Fibrous 8 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LB 10-X w/ 2t ammo, 1x SRM-6 w/ Artemis-IV w/ 1t ammo, 2x Medium Lasers, 2x Small Lasers

### CHP-1N2:

Structure: Standard

Armor: Ferro-Fibrous 8 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 1x LB 10-X w/ 2t ammo, 1x SRM-6 w/ Artemis-IV w/ 1t ammo, 2x Medium Lasers, 2x Small Lasers

### CHP-1Nb:

Structure: Endo-Steel

Armor: Ferro-Fibrous 8 tons

Engine: Standard 300

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 1x Gauss w/ 2t ammo, 1x ERPPC
1993 코파 아메리카

**1993년 코파 아메리카**(Copa América 1993)는 1993년 6월 15일부터 7월 4일까지 브라질에서 열린 첫번째 코파 아메리카 대회이다.

타 대륙에서 팀을 초청하는 제도가 도입되었다. 이에 따라 미국과 멕시코, 캐나다가 초청되었다.

## 개최 도시 및 경기장

* 리우데자네이루 - 이스타지우 두 마라카낭
* 고이아니아 - 이스타지우 세하 도라다
* 헤시피 - 이스타지우 두 아후다
* 사우바도르 - 이스타지우 폰치 노바

## 참가국

남미 축구 연맹 소속 5개 팀, 초청국 자격으로 참가한 북중미 축구 연맹 소속 3개 팀이 참가한다.

* 아르헨티나
* 브라질 (개최국)
* 캐나다
* 칠레
* 콜롬비아
* 멕시코
* 미국
* 우루과이
MercTech: Trebuchet

## History:

Introduced by the SLDF in its final years, the 50-ton Trebuchet is a missile support mech designed specifically to work with other mechs in a lance. Armed with Long-Range Missiles to provide withering fire at range and medium-class lasers for use up close, the Trebuchet is a versatile support mech that is dangerous at all ranges. The primary drawbacks are its rather low armor, normally less of an issue in its intended role, and the low amount of ammo on most models, usually only enough for short battles before it needs to resupply.

The Free Worlds League would become the primary user of the Trebuchet due to being the owner of its sole factory during the Succession Wars. A number of new variants would be produced throughout the 31st Century, incorporating newly-developed technologies to increase its lethality and versatility.

## Variants:

### TBT-5N:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Standard 250

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 2t ammo, 3x Medium Lasers

### TBT-5J:

Structure: Standard

Armor: Standard 8 tons

Engine: Standard 250

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 15 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-15 w/ 1t ammo, 3x Medium Lasers, 5x Jump Jets

### TBT-7K:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Standard 250

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 11 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-5 w/ 1t ammo, 1x PPC, 1x SRM-2 w/ 1t ammo

### TBT-3C:

Structure: Standard

Armor: Standard 7 tons

Engine: Extra-Light 300

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ Artemis-IV w/ 4t ammo, 4x Medium Lasers, 2x CASE

### TBT-5M:

Structure: Standard

Armor: Standard 7.5 tons

Engine: Extra-Light 250

Top Speed: 81 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 2t ammo, 3x Medium Lasers, 1x Narc w/ 2t ammo, 5x Jump Jets, 2x CASE
MercTech: Phoenix Hawk

## History:

There are few who wouldn't recognize a 45 ton Phoenix Hawk when they see one. Put into production by the Terran Hegemony in the 26th Century, the Phoenix Hawk would become the standard in which to measure reconnaissance mechs, as it's as fast and mobile as some of the lightest mechs in production, such as the Wasp and Stinger, while carrying significantly more armor and weaponry. The Phoenix Hawk's loadout relies primarily on energy weapons, usually one or two larger ones mounted in the arms on pistol-like mounts, with a few smaller lasers and occasionally anti-infantry weapons.

The Phoenix Hawk would remain a mainstay medium-class mech in virtually every realm, both Inner Sphere and Periphery. The Succession Wars would do little to affect the mech's production, leaving a significant amount of factories that would each produce new, more advanced models unique to each nation throughout the 31st and 32nd Centuries.

## Variants:

### PXH-1:

Structure: Standard

Armor: Standard 8 tons

Engine: Standard 270

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 2x Medium Lasers, 2x Machine Guns w/ 1t ammo, 6x Jump Jets

### PXH-1D:

Structure: Standard

Armor: Standard 8 tons

Engine: Standard 270

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 2x Medium Lasers, 6x Jump Jets

### PXH-1K:

Structure: Standard

Armor: Standard 9.5 tons

Engine: Standard 270

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 13 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Large Laser, 2x Medium Lasers, 1x Small Laser
MercTech: Archer

## History:

Armor: Standard 13 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-20s w/ 4t ammo, 4x Medium Lasers

Armor: Standard 13 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 4t ammo, 2x SRM-4s w/ 2t ammo, 4x Medium Lasers

Armor: Standard 11 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 4t ammo, 2x Large Lasers

Armor: Standard 10 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-20s w/ 4t ammo, 2x SRM-4s w/ 1t ammo, 2x Medium Lasers

Armor: Standard 13.5 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-20s w/ Artemis IV w/ 4t ammo, 4x Medium Lasers, 2x CASE

Armor: Standard 11.5 tons

Engine: Standard 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 12 Double Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ Artemis IV w/ 4t ammo, 2x ER Large Lasers, 2x CASE

Armor: Standard 13 tons

Engine: Extra-Light 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 4t ammo, 1x Narc w/ 1t ammo, 4x Medium Pulse Lasers, 2x Streak SRM-2s w/ 2t ammo, 2x CASE

### ARC-5W:

Structure: Standard

Armor: Standard 13 tons

Engine: Extra-Light 280

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Double Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-20s w/ 4t ammo, 1x Narc w/ 2t ammo, 2x SRM-4s w/ 2t ammo, 2x CASE
Orc

Orc is one of the demon races living in the continent of Vastonia. They are built for war, thus having a sturdy, chiseled body. The race also does not have a single female.

## Appearance

All the orcs has green skins and long tusks. They are also inherits a strong body since birth, making them a violent race.

## Ability

To supply for the muscle the race possesses, orcs has a voracious carnal appetite. They are also has a high level of fertility so they can conduct sexual acts many times in a row.

## Culture

For the orcs, breeding is not just only for recreation, it is also their relaxation and honorable act. An orc's honor can be valued by how many people they defeat and how good their bedding skills are. This is also the reason why their legacy to live is about dying on the battlefield and leaving many offspring. Since they cannot bear a female orc, they have to use female prisoner as broodmares. However, that does not mean Orc treats females as sex slaves. When the female bear the child, they become a valuable asset. The more child they bear, the more valuable they become. The female would be shared among the males to bear as many babies as possible. Despite that, a decorated orc warrior can have a wife to maintain the special bloodline.

If an Orc does not get laid before they turn 30, they would acquire magical power and turn into a wizard without even training. When it happens, crest will appear on their forehead. Since orc mages can also become an orc warrior, they are cultivated since they are young by being raised in isolated communities. Despite that, they are treated as the shame for the orc species.

Orc is also a pretentious race. They likes to brag about their prowess and wealth, especially their special female.

Furthermore, orc also has a very strict hierarchy. While the warriors have to act like a warrior to become an example for the younglings, the people below them have to act very respectful. Because of that, swearing on the King or Hero's name is considered as a serious vow.

### Breeding Ground

Convicted criminals from other races are sent to the Orc's breeding ground as peace offering to help them produce offspring, since their race do not have a female gender. The priority to use is decided based on prowess.

## Relationship

### Human

Orcs mostly uses female human to breed since they are very fertile, sturdy, and beautiful in the orcs' eyes.

### Fairy

They have a good relationship with the Fairy since both can cover each other weaknesses. The Orc can engage in combat while the Fairy partner can do espionage and support them from behind.
MercTech: Zeus

## History:

Armor: Standard 11.5 tons

Engine: Standard 320

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 17 Single Heat Sinks

Cockpit: Standard

Equipment: 1x AC-5 w/ 1t ammo, 1x LRM-15 w/ 1t ammo, 1x Large Laser, 2x Medium Lasers

### ZEU-6T:

Structure: Standard

Armor: Standard 11.5 tons

Engine: Standard 320

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 19 Single Heat Sinks

Cockpit: Standard

Equipment: 1x PPC, 1x LRM-15 w/ 1t ammo, 1x Large Laser, 2x Medium Lasers

### ZEU-5S:

Structure: Standard

Armor: Standard 11.5 tons

Engine: Standard 320

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 14 Double Heat Sinks

Cockpit: Standard

Equipment: 1x Ultra AC-5 w/ 2t ammo, 1x LRM-15 w/ Artemis IV w/ 1t ammo, 2x ER Large Laser, 2x Medium Lasers

### ZEU-9S:

Structure: Standard

Armor: Ferro-Fibrous 11 tons

Engine: Standard 320

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 17 Double Heat Sinks

Cockpit: Standard

Equipment: 1x ERPPC, 1x LRM-15 w/ 1t ammo, 1x ER Large Laser, 2x Medium Pulse Lasers, 1x CASE

### ZEU-9S2:

Structure: Standard

Armor: Ferro-Fibrous 11 tons

Engine: Extra-Light 320

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 12 Double Heat Sinks

Cockpit: Standard

Equipment: 1x Gauss w/ 2t ammo, 2x LRM-15s w/ 4t ammo, 1x ER Large Laser, 1x CASE
MercTech: Stalker

## History:

Armor: Standard 13.5 tons

Engine: Standard 255

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 20 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-10s w/ 2t ammo, 2x Large Lasers, 2x SRM-6s w/ 2t ammo, 4x Medium Lasers

### STK-3H:

Structure: Standard

Armor: Standard 13.5 tons

Engine: Standard 255

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 20 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-20s w/ 2t ammo, 2x SRM-6s w/ 2t ammo, 4x Medium Lasers

### STK-4N:

Structure: Standard

Armor: Standard 13.5 tons

Engine: Standard 255

Top Speed: 48 kph

Gyro: Standard

Heat Sinks: 20 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-10 w/ 1t ammo, 2x Large Lasers, 2x SRM-6s w/ 2t ammo, 4x Medium Lasers
PirateTech

# About

Piratetech is based on the workings of the Roguetech mod and is built with their full support. and features over 100 new Mechs, Dozens of new weapons, Pilots, Quests, and more. Over two years of work have gone into this. Most content is canon or from Roguetech but features our own thoughts, ideas, equipment, mechs, and balance. The mod is constantly evolving and we take feedback seriously.

# PirateTech Features:

Over 100 New mechs: This includes new Chassis and Variants. Most are using existing assets or proxies but work is being done to replace them with full models. These include things like the Wasp (Full Model), Hammerhands, Devastator, Stinger (Full Model), Hornet, and more.

Dozens of new weapons: Hyper Assault Gauss Rifles, Buzzsaw Launchers,  Pirate Rotary Autocannons, Ballista, Heavy Lasers, and more.

New equipment: Pirate Thrusters, Pirate ECM, New Armors and Structures and more.

# Installation and Update Instructions:

To install this mod simply open the .zip file and drop the folder into your mods folder. You can find the mods folder by opening the game, clicking on mods, and hitting "e". This will open a windows explorer window in the background that will have your mod folder pulled up.

Merctech, MW5Compatibility, Merctech Compatiblity and the Community Asset Bundle are required to run Piratetech.

NOTE: If you are updating make sure you delete the old version before dropping in the new one.

MORE NOTE: Make sure you are running the latest version of the game. Not doing so can cause fatal error crashes. If you are using a "test" version of the game that many people were before the steam release, you have an older version and will not be able to run this mod.

Download Page

# Suggested Companion Mods:

Coyote's Mission Pack

42's Mechs of Beauty

# Credits:

radromity/Rumia

42and19

Strengthofsin/Zombh thank you so much for the New Mech Creation Guide!

[Goblin]﻿

GroxGlitch

LarkLilith

GentlePayload

Polygon MasterWorks

# Mods that should work great with Merctech + Piratetech:

BetterEnemyWeapons

BetterSpawns3 beta

better\_crates

CallForEvac

CockpitGlass

Coyotesmission

EL\_Menu

Expanded\_Logos

Expanded\_Pilots

Glowingcockpit\_blue

Gundam\_PortraitsV3.2

HFB\_Autocannons

HFB\_Missiles

Infantry Tweaks - Armies Version

Infantry\_outline

InThePit

LanceAI\_BossAccuracy

Mechs\_of\_Beauty

MissionRedux

MW2Betty\_V4

New\_Snow Parley

Red\_Star\_Mercenaries

ReLux RepairBays

ScaryTurrets

SimpleZoom

SMMO\_V3\_06

SoundEnhancement

SoundEnhancementCOCKPITEDITION

Target

TheSkyAtNight

TTRulez\_AI

vonBiomes

XenoAI

# Known Incompatibilities:

Any mod thats incompatible with Merctech.

NOTE: TT\_RulesAI will show override messages in the mod manager tab. This just means that PirateTech is overriding some of the JJ changes that are part of that mod. It DOES NOT mean that it will not work. Thus far no major bugs dealing with AI use of JJs have been reported.
MercTech: Javelin

## History:

Originally entering production for the SLDF, the Amaris Civil War and the subsequent end of the Star League had scattered the design across the Inner Sphere, with the Federated Suns possessing the lion's share, who would make it one of their most valued light mechs. Intended as a scout mech, the Javelin boasts average speed for its weight class, further augmented by Jump Jets to increase its agility as well as allow it to traverse rough terrain more easily. What's surprising about a mech of its role is the excellent firepower it possesses, primarily close-ranged missiles or lasers, which would lead to it being often used for ambush roles, which allows it to deal punishing damage and retreat before its light armor can be exploited.

While production of the Javelin ended during the SLDF Civil War when its sole factory was destroyed, a large number of mechs would already be produced, allowing it to survive past the Succession Wars and even into the Clan Invasion. It's existence would be ensured when the AFFC would create a new production line for the mech, which would produce new, upgraded variants even during the Word of Blake's Jihad.

## Variants:

### JVN-10N:

Structure: Standard

Armor: Standard 4 tons

Engine: Standard 180

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x SRM-6 w/ 2t ammo, 6x Jump Jets

### JVN-10A:

Structure: Standard

Armor: Standard 4 tons

Engine: Standard 180

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x LRM-15 w/ 1t ammo, 6x Jump Jets

### JVN-10F:

Structure: Standard

Armor: Standard 6 tons

Engine: Standard 180

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 12 Single Heat Sinks

Cockpit: Standard

Equipment: 4x Medium Lasers, 6x Jump Jets

### JVN-10P:

Structure: Standard

Armor: Standard 4 tons

Engine: Standard 180

Top Speed: 97 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 1x SRM-6 w/ 1t ammo, 2x Streak SRM-2s w/ 1t ammo, 6x Jump Jets
MercTech: Jagermech

## History:

Designed with the performance data of the old Rifleman anti-aircraft battlemech, the 65 ton Jagermech would attempt to rectify some of the its most glaring issues and eventually replace the maligned mech before the fall of the Star League disrupted these plans. The Jagermech would solve the major heat and ammunition problems that plagued the Rifleman, relying on an array of heat-efficient autocannons, namely a pair of class-2s and class-5s, with ample ammunition for a lengthy battle, and a pair of medium lasers for use up close, or in the event that the mech has expended all of its ammo. The sole issue the mech shares with its predecessor is its lackluster protection, with 6 tons of armor being similar to what a heavier light mech would carry, forcing the Jagermech to stay far behind the frontlines and make use of its autocannons' excellent range.

The Jagermech would be most closely associated with the Federated Suns, although the Capellan Confederation would also possess a large number during the Succession Wars, and the Draconis Combine would capture one of its factories when they would conquer Quentin during the War of 3039. A handful of variants would appear throughout the 31st Century, most notably a few 70 ton variants, along with a complete redesign produced by the Federated Commonwealth, the Jagermech III.

## Variants:

### JM6-S:

Structure: Standard

Armor: Standard 6 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x AC-5s w/ 2t ammo, 2x AC-2s w/ 1t ammo, 2x Medium Lasers

### JM6-A:

Structure: Standard

Armor: Standard 8 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 2t ammo, 2x AC-2s w/ 1t ammo, 2x Medium Lasers

### JM6-DD:

Structure: Standard

Armor: Ferro-Fibrous 6.5 tons

Engine: Extra-Light 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x Ultra AC-5s w/ 2t ammo, 2x AC-2s w/ 2t ammo, 2x Medium Pulse Lasers, 2x CASE
MercTech: Gyros

## General Overview

Unlike the base game, where mech gyros don't appear in the mechlab as an accessible item, MercTech adds them in as an actual item that can be salvaged and bought, destroyed and repaired, or switched for one of another type. Unlike in tabletop, where the gyro's weight is based on the engine's weight, in MercTech you can mount a gyro of any rating, with them having an impact on the mech's ability to recover from stability damage. If a gyro is destroyed from critical hits, you will lose the ability to recover from stability damage, significantly slowing down your mech's turn rate.

## Gyro types

### Standard Gyro:

Existing for as long as the battlemech has, the standard gyro would be the sole type of gyro used by every mech in the Inner Sphere and the Clans until the technological renaissance of the post-invasion period would see the introduction of new variants that can expand a mech's offensive or defensive capabilities.

Mechlab rules: The Standard Gyro takes 3 slots in the center torso. This gyro will be destroyed with 2 critical hits.

### Extra-Light Gyro:

A lightened, but bulkier gyro developed by Comstar scientists, the Extra-Light Gyro weighs half that of a standard gyro, but is 50% larger, taking up all available space in the center torso (unless you have a Compact Fusion Engine). While the extra weight freed up by this gyro can be used for other equipment, the larger gyro is more likely to be hit should the center torso armor be breached.

Mechlab rules: The XL Gyro takes 5 slots in the center torso. This gyro will be destroyed with 2 critical hits.

### Heavy-Duty Gyro:

Based on the rugged gyros used by industrialmechs in dangerous environments, Combine scientists created a new combat-rated gyro that's capable of not only being more responsive under heavy fire, but can take more hits before suffering critical damage. The drawback to this durability is the Heavy-Duty Gyro's immense weight, weighing twice that of a comparable standard gyro.

Mechlab rules: The Heavy-Duty Gyro takes 3 slots in the center torso. This gyro will be destroyed with 3 critical hits. Has improved stability recovery over the other gyro types.

### Compact Gyro:

On the opposite end of the XL Gyro, the Compact Gyro is a smaller, but heavier gyro, trading free tonnage for increased space in the center torso. This allows more and/or larger equipment to be mounted there, as well as decreasing the chance of the gyro taking direct damage. Compared to the Heavy-Duty Gyro, the Compact Gyro weighs only 50% more than a comparable standard gyro, making it easier to mount on tonnage starved mechs.

Mechlab rules: The Compact Gyro takes 1 slot in the center torso. This gyro will be destroyed with 2 critical hits.
MercTech: Catapult

## History:

Designed for the Terran Hegemony as a second-line missile support mech, the 65 ton Catapult would eventually become a mech synonymous with the Capellan Confederation and the Draconis Combine. Produced in large numbers during its short production run the Catapult would maintain a constant presence in the SLDF up until its exodus after the Amaris Civil War, when most of the remaining examples would fall into the hands of House Liao and Kurita. The Catapult is notable for its exceptional mobility for a support mech, with the inclusion of Jump Jets into the design allowing it to easily traverse difficult terrain and easily put itself into advantageous positions. The original Catapults all relied on large LRM launchers found within its box-like arms, allowing it to put out impressive firepower at long ranges, at close ranges, however, the mech suffers, with many models only offering token firepower if any at all within the LRM's arming range.

While the Catapult's numbers would slowly dwindle over the Succession Wars, the mech would re-enter production in the early 31st Century for both the Confederation and the Combine, who would continue to upgrade it over the next century with the latest technologies, with both houses taking it into different directions. The Capellans would develop a few variants built around a massive Arrow-IV artillery missile system, allowing it to strike from extreme distances and pairing well with Capellan spotter mechs like their iconic Raven, while the Kuritans would continue to improve a pre-Succession War model that replaced the launchers with particle cannons, turning the mech into a potent brawler.

## Variants:

### CPLT-C1:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 15 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 2t ammo, 4x Medium Lasers, 4x Jump Jets

### CPLT-A1:

Structure: Standard

Armor: Standard 12 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 15 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 4t ammo, 4x Jump Jets

### CPLT-C4:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 10 Single Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-20s w/ 4t ammo, 2x Small Lasers, 4x Jump Jets

### CPLT-K2:

Structure: Standard

Armor: Standard 11 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 20 Single Heat Sinks

Cockpit: Standard

Equipment: 2x PPCs, 2x Medium Lasers, 2x Machine Guns w/ 1t ammo

### CPLT-C3:

Structure: Standard

Armor: Standard 10 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 15 Single Heat Sinks

Cockpit: Standard

Equipment: 1x Arrow-IV w/ 1t ammo, 4x Medium Lasers, 4x Jump Jets

### CPLT-C1b:

Structure: Standard

Armor: Ferro-Fibrous 10 tons

Engine: Standard 260

Top Speed: 65 kph

Gyro: Standard

Heat Sinks: 12 Double Heat Sinks

Cockpit: Standard

Equipment: 2x LRM-15s w/ 4t ammo, 4x Medium Lasers, 4x Jump Jets, 2x CASE