recursal/Fanatic-Fandom huggingface dataset:
Bearclaw

**Bjorn "Bearclaw" Hummel**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

There's only one path for a war orphan raised in a group home in a nation where the same war yet rages. Bjorn Hummel, of the Lyran Commonwealth, joined the LCAF as soon as he was of age, alongside many of his foster siblings.

Their group home had been a good one, and he and his foster siblings kept in close contact after their different assignments. Until his promotion to special ops, he shared almost everything with them. After, his letters closed down, and he saw the same slow withdrawal from them as the war pulled them away from each other. Eventually, for too many of them, he'd get one final letter about them, from the person who'd raised them, informing him of their death. And once, through shady means, he received a letter full of secrets, sent by a foster brother who subsequently died.

These weren't secrets to shake a nation, or destroy a company. Not in a galaxy at war. But they were secrets to shatter a soul, and they came too close to some of Bjorn's own experiences for him to lock away. A year of poor sleep rendered him unfit for duty, and he was discharged from the LCAF.

The nightmares eased a little, then. But he soon found the only way he could really sleep at night was if he was engaged in a cause he could really believe in. He's picky about his contracts, now. He's going to make things better.
Flea FLE-4

## Description

The Flea's uncommon FLE-4 model packs a powerful punch for such a tiny ‘Mech but carries extremely light armor. It relies on speed and hit and run tactics to keep it alive, but one good hit is all it takes.

## Loadout

165m walk / 275m sprint (6/9 or 97 kph)

166 internal structure

425 max armor

2 energy

3 small arms

9 free tons

2 integral targeting baffles providing +1 hit defense each

Large Laser

Flamer

Small Laser(x2)

160 armor

## Strategy

The best strategy for this Mech is to never use it. However if you find yourself in a circumstance where you have to use this keep moving and remain as far from enemies as possible. As the description says one good hit is all it takes. Removing all the support weapons to mount more armor might help a tiny bit with survivability.
Dragon 66

**Zin "Dragon66" Ala**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Dragon 66 was born Zin Ala in the Federated Suns, the child of a family of military bureaucrats. His stable, safe childhood left him craving more excitement than bureaucracy could provide, so when he was old enough, he enrolled in the planetary guards.

After boot camp, his aptitude tests placed him in logistical support roles - not that different from what his family did, but at least he was on the more exciting front lines. Through dedicated service and commitment, Zin worked his way up from driving supply vehicles to planning their routes to overseeing entire logistical operations.

All that changed when an operation he was involved with collapsed, leaving him one of the few able-bodied soldiers able to defend a key location. He did a hero's job, but when reinforcements won through, they came with military lawyers and wagging fingers over breaches of protocol.

As a result, he ended up on Solaris VII, where he stayed just long enough to establish a reputation. But knowing he had no future there, he moved on to the Periphery, looking for a chance to once again start at the bottom and work his way up.

## Notes on Dragon 66

Since all of his tags don't seem to show in the info box, they are:
Dependable
Federal
Merchant
Military
Solaris Gladiator

As he comes with a Tactics specialty, the obvious builds for him revolve around reconnaissance and scouting. Scout (Tactics + Piloting) or Vanguard (Tactics + Guts) are the usual options, but if you recruit him late enough and want some variety, you can build him into Recon, Sentinel, Striker, or Sharpshooter.
Capellan Confederation

**Capellan Confederation** (Liao) is a faction in *Battletech*.

## Background

The Capellan Confederation is one of the five Successor States of the Star League, located rimward of Terra. Ruled by House Liao, the Confederation is the smallest and newest of the Successor States and often the loser in conflicts against the other powers of the Inner Sphere. It is an authoritarian police state, with philosophical origins in a text known as the Korvin Doctrine, which argues for total subservience of the individual to the state. Citizens of the Confederation must earn their position and the benefits of citizenship through service to their community. The current ruler of the Confederation is Chancellor Maximilian Liao, a shrewd planner and master manipulator.
Liberation of Weldry

**Liberation of Weldry** is a storyline mission in *Battletech*, available after completing at least one contract after capturing the Argo.

## Synopsis

This is it - our first strike against my uncle's Directorate. Our first step toward justice. While I lead the Restoration Army against Weldry's primary spaceport, you will launch a sneak attack against the Icebox and liberate it. I know that you can do this, Commander. *We* can do this. Together.

Liberating Weldry changes the political landscape of the Reach in one fell stroke, breaking Espinosa's hold over the Founding Council by securing the hostages he transferred to the planet with the Concordat's help.

## Walkthrough

* This is a strike mission in a tundra setting, with the expected opposition consisting mostly of heavy vehicles and turrets. Be sure to pack in some LRMs for long-distance fire against turret generators and at least one MechWarrior with improved call shots and high powered weapons. Until you get past the initial fortification and wreck the two turret generators, you are free to maneuver. Then the warden wakes up to the fact he's getting attacked and start sending heavy opposition against you, including a Bulldog, Scorpion, and Striker by the interior road and a Bulldog with a Scorpion by the coast. The perimeter is also covered by turrets powered by four turret generators.
* Your initial goal is to breach the gates, either by jumping over the walls or destroying the gates themselves. The gates are defended by a pair of turrets each (a sniper and a standard turret at the right and an assault and a sniper one on the left).
* Once you're inside, the warden will deploy a reserve lance of four mechs: Jenner JR7-D, Centurion CN9-A, JagerMech JM6-S, and a Trebuchet TBT-5N. The lance is powerful, but in mediocre repair. Wiping out the JagerMech will make the fight much easier. After two turns expire you're joined by Kamea Arano in Kintaro KTO-18, flanking them from the north. She's a powerhouse and the objective to keep her alive is generally self-fulfilling.
* The end is... Kamea realizes that the entire facility is less of a prison and more of a concentration camp where the Directorate imprisons, tortures, and breaks dissidents and other opponents of its regime. Among the victims is the Mastiff: Raju Montgomery was taken prisoner and tortured to death over the past three years. Kamea changes her plan and issues a public proclamation of defiance, declaring open war on the Directorate and revealing the truth about Weldry to the Reach.
Black Knight BL-6-KNT

**Black Knight BL-6-KNT** is a Heavy-class 'Mech in *Battletech*.

## Description

With a PPC, two Large Lasers, and four Medium Lasers, the Black Knight has devastating firepower - and equally devastating heat buildup. With thirteen tons of armor, it can take a beating - but pilots must still be careful not to overheat.

## Loadouts

* Dump the Large Lasers in favor of a second PPC and three more heat sinks. If you really want to be adventurous, dump two of the ML's in favor of Flamers, but this mech is slow enough that it is doubtful you'll be able to use them very often, so another pair of heat sinks might be a better trade.
* Alternatively, for a close range brawler, you can turn it into a 'Super-Grasshopper', by replacing both the Large Lasers and PPC with additional Mediums, Armor, and Jump Jets. In the campaign, it serves as a very capable point man for the early midgame, soaking up for you actual damage dealers, at least until you can secure your first Battlemaster.
* The Black Knight has the most available tonnage of any non-Lostech Heavy-class mech (along with the Orions) currently in the game. This means that while the Grasshopper also has 7 Energy Hardpoints, the Black Knight can devote more tonnage to additional heatsinks or heavier weapons. When running both mechs, a good option would be to configure the Grasshopper for short range firepower, and the Black Knight for Medium-to-Long range firepower.
* Snub PPCs. Just. Snub PPCs. One on each arm, four medium lasers, and enough armour to knife-fight a King Crab, with a couple of Jump Jets and an Exchanger. A set of MGs would also be adviseable if you intend to use it in close quarters, preferably the ++ versions which have no weight and a +50% crit chance, with one ammo bin. At least ten heatsinks if you intend to use it anywhere other than polar environments.
* The BL-6-KNT has 24.63 tons available after full armor or 42.5 tons with no armor. This is the same as the Marauder MAD-3R and Orion ON1-K. The Grasshopper GHR-5H has 24.19 tons available after full armor or 41 tons with no armor.

## Strategy

Click here to add a strategy!

* The Black Knight 6-KNT is a dedicated Energy weapon platform. It can shell out hellish damage with its beams and shrug off a lot of damage, just gotta make sure to keep its heat in check.
* For a mech pushing up on Assault tonnage, it's surprisingly fast. Get in close and engage with the excellent melee capability, especially if you can find a few tons for support weaponry and arm mods. If you're looking for a brawler in the Heavy class, look no further, especially if you can find some ice or water to fight on. Since the melee is so good, running hot isn't so much of a problem for this mech - so long as your loadout can fire two salvos without overheating, you should be able to get into melee and cool down by the third turn. Use it as you would a Battlemaster or Awesome who traded ten tons for a higher initiative.
JagerMech JM6-A

**JagerMech JM6-A** is a Heavy-class 'Mech in *Battletech*.

## Description

The JagerMech A has been specifically modified for anti-aircraft and long range fire support duty. Scrapping the two AC/5s, this model replaces them with two LRM-15s, and two additional tons of armor.

## Loadouts

* The A variant is quite flexible and gives you the opportunity to max out missile racks, including the mighty SRM6 (twenty four Short-Range missiles are rarely good news for their targets) or making it a pure LRM boat with paper-thin armor.
* If you can't find a Catapult, this can fill the role of missile boat quite well by scrapping the AC/2's and upgrading the LRM's to 20's and adding in some armor. If you want something else, try dual AC/5's over SRM/6's and dump the rest of the tonnage into armor so it can survive long enough to bring the SRM's into range. Consider using a combination of SRM/2's and SRM/4's instead of SMR/6's.
* Also a possibility is to set in 4 LRM 15 with 6 ammo stacks and 1 heat sinks, but this comes with the loss of almost all armor, but makes it to be an incredible damage dealer. It´s only 160 armor points left in this spec. To make it more heat efficient you can exchange 2 LRM 15 to one LRM 20 and one LRM 5 and then use the free tonnage to add more heat sinks with only a little less damage.
* The A variant has enough tonnage to carry 2 x AC10 and 4 tons of ammunition. This makes it a viable mech for head-hunting, but it would require Kaliyama AC/10+ or ++, and a Tactics 9+ pilot to be effective.
* The mech can be refitted for a sniper role. 2 x AC5 + 2 Large Laser gives reasonable pinpoint damage from a respectable range

## Strategy

Click here to add a strategy!

* The JagerMech A model attempts to provide an indirect-fire support platform that can dish out damage without ever being seen. It has lower overall focused damage capability, but it usually mounts decent armor.
McWraith

**Aidan "McWraith" McRae**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Aidan McRae was the only child of the commander of a Davion mercenary unit assigned to monitor Mendham Electronics after it was liberated from the Capellan Confederation. His mother was only a minor noble, but during the time her company was under contract to House Davion, they were one of the wealthiest families on Mendham. Aidan received every advantage in education and training, including attending a prestigious military academy, before returning to his mother's house to take his place in the BattleMech that had been reserved for him since birth.

Unfortunately, that BattleMech belonged to House Davion, just like much of the company equipment. And unfortunately, Aidan's mother had no income stream other than her mercenary contract, and a decided taste for living in the style of her noble childhood. All would have been well if the Mendham contract had continued past the company's probationary period. It might still have been well if House Davion hadn't formed an alliance with House Steiner. But alas, Mendham Electronics was deemed trustworthy, and peace broke out, and so the McRae mercenary company that was to be Aidan's inheritance was scattered.

But peace never lasts forever. There's always somebody, somewhere, looking for mercenaries. While Aidan's mother remains in her new, much smaller home in the Federated Suns, Aidan travels the Periphery, working, networking, and saving money, so that one day the Sons of Grace might rise again.
Cavalor

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

## Description

Cavalor was settled after the Reunification War, as the Capellans sought to reinforce their borders with the Magistracy and the Free Worlds League. Since that time, fertile soil and plentiful resources have caused the population of the world to explode.

## Shops

Max specials
6
Ahlat

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

## Description

On Ahlat, a tiny Taurian installation mines rare isotopes at one pole, while at the other, a rackety collection of scuttled ships are chained together into a pirate stronghold. Sometimes, in sealed caves in the tropics, there's a not-so-secret market.

## Shops

Max specials
4
X-1 ECM Equipment

[In-game Description here]

### Usage and Info

The ECM Equipment is a defensive upgrade, primarily against LRMs and secondarily against everything but melee. It grants 'stealth' charges in an AoE field around the 'mech carrying it. Max 2 charges for the carrier, and max 1 for all allied, non-structure units, NPCs included. The field has a radius of 90 Meters in all directions around the carrier. Units entering the field on their turn gain a charge; Leaving the field removes said charge. The carrier moving the field into a unit without a charge grants them a charge; Units already in the field that do not have a charge gain one at the end of the carrier's turn. At the end/beginning of the round, all units in a ECM field gain maximum charges. ECM fields do not stack for more charges.

Any 'Mech may carry this equipment, not just DLC 'Mechs.

A unit with a stealth charge 'loses' that charge against units:

* In support weapon range
* Inside the field

Or

* All units if the unit is sensor locked

While they have a charge, they are untargetable directly. LRMs can not lock under any circumstances, save when the unit is sensor locked. Even with proximity or sensor lock, SRM and LRMs have a severe penalty to hit. [Information lacking at this time; Have yet to see above 50%] All other weapons behave as normal when unit is targetable.

Only attacking removes charges; All other active abilities, including Active Probe, do not break stealth, and all movement options are safe.
Locust LCT-1E

The **Locust LCT-1E** is a Light-class 'Mech in *Battletech*.

## Description

The 1E Locust packs only Lasers for its armament, for better overall damage without the risk of ammo explosions. It runs quite a bit hotter than other variants, though, so it works better with hit-and-run attacks.

## Loadouts

It has two medium lasers and two small lasers.

Fun fact- This mech has more firepower then default loadout of a Spider

## Strategy

If you value your pilots lives, never use a Locust. However if you're forced to use one, this variant has the highest damage output.
Bootcamp

**Andaelas "Bootcamp" Alistair**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Andaelas was born on Meacham in the Lyran Commonwealth, to parents who died in the endless conflict with the Draconis Combine before he could even be named. One of the many orphanages of Meacham took him in and he was given the house name 'Alistair' for his own. Growing up, he was taught to be proud of his parents' sacrifice, and expected to follow in their footsteps when he came of age.

When that day came, they conscripted him before he could volunteer. With poor equipment and very little training, he was sent to the Draconis Front, a meat grinder where his dedication to the Commonwealth was tested time and again. Mostly, it held.

Everybody who survived was promoted, so as to inspire next batch of conscripts. But promotion just meant more challenges. Finally, his squadron of foot soldiers was thrown against a lance of BattleMechs without backup. When Andaelas climbed into a nearly crippled Catapult and turned its missiles on the enemy DropShip delivering yet more troops, he knew he could never go back to being a groundpounder again.

His loyalty to the Lyran Commonwealth had become ambivalence as well. He couldn't shake his pride in his planet and his people, but he was too aware of the pointlessness of the endless war and sacrifice. At last, with the full support of his troubled commanders, he left the LCAF and went to the Periphery, looking for a cause he could once again believe in.
Heat sinks

**Heat sinks** are systems responsible for dissipating heat generated by the mech. There are several types:

* Heat Sinks actively expel thermal energy generated from firing weaponry or other sources, preventing damage from excessive heat buildup. Their effectiveness can be impacted by the surrounding environment, positively or negatively. Double Heat Sinks provide twice the efficiency of standard Heat Sinks, though with increased bulkiness.
* Heat Banks are installed to allow for more thermal energy collection, increasing the threshold at which internal damage occurs from excess heat buildup and thus boosting sustained weapons fire capability.
* Thermal Exchangers reduce the overall heat generated from weapon attacks by a fixed percentage. Unlike Heat Sink components, Thermal Exchangers are not impacted by the surrounding environment. It is important to note that every exchanger after the first is comparatively less effective than the last.
Wolverine WVR-6R

**Wolverine WVR-6R** is a Medium-class 'Mech in *Battletech*.

## Description

As a fast strike 'Mech, Wolverine 6R is a reasonable choice. High ground speed is mated with satisfactory Jump Jets, allowing the Wolverine to rapidly flank enemy forces. The armament is decent, with an AC/5 for longer range attacks, and an SRM-6 and Medium Laser for closer-in attacks. The light heat output of the 6R means it can sustain fire for a long time.

## Loadouts

* **Optimized Stock Loadout** - The 6R is already quite flexible with the stock configuration. Relocating the ammunition to the legs will prevent stray critical hits from destroying the Right Arm and Left Torso with ammo explosions.
* **AC/20 Brawler** - The 6R variant has a big head just enough tonnage to mount a single AC/20, 2 tons of ammunition, and full Jump Jets. From the stock configuration, just remove all weapons and ammunition, and cut Heat Sinks to free enough tonnage for the big gun. You can opt to cut some Jump Jets for additional armor
* **SRM Brawler** - A popular build for the 6R is a brawler with 3 x SRM6 w/ 2 tons of ammunition + 1 Medium Laser. The remaining tonnage will be enough for full Jump Jets, and maximum front armor.
* **Long Range Sniper** - Now with the Heavy Metal expansion I have been playing around with the LBX Autocannons. Give this Wolverine 2 LBX-2’s and an LRM-10 and it basically works as an LRM boat, delivering 96 points of damage in the LBX damage spread plus an additional 40 from the LRM. This mech can stay far enough away from the fight that there is no need to worry about armor.

## Strategy

Click here to add a strategy!

* Wolverine 6Rs are fairly flexible in terms of weaponry ranges, tending somewhat more toward closer engagements. This is supported by their jump capability and pretty decent heat management.

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New Vallis

**New Vallis** is a planet in the Aurigan Reach in *Battletech*.

## Description

The mining colony of New Vallis is located on the tidally locked moon of a gas giant locally known as Joramander. It has a single city, with a notoriously active nightlife, on a plateau covered with huge, slow-growing trees.

## Shops

Max specials
6
Mechdur

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

## Description

Mechdur is a bustling trade and industrial hub, with three different starports, over a billion inhabitants, and gleaming cities in the heart of its vast grasslands. Ruled by a group of oligarchs, it is in many ways the heart of the Aurigan region.

## Shops

Max specials
6
Warhammer WHM-6D

Warhammer WHM-6D is a Heavy-class 'Mech in Battletech.

## Description

The WHM-6D has six lasers instead of four on the 6R version. The Optimized Capacitors in the center torso give the mech 20% damage increase of energy weapons. Balancing between damage output, weight and heat to make the most of the energy damage is key. However with 24 tons available for weaponry, heatsinks and jump jets at full armor or 41 tons with no armor there is a limit to how much you can do as a heavy mech. Assault mechs can have 40 tons available even with full armor so upgrading to one will make your life easier.

## Strategy

Click here to add a strategy!

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Gunthar

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

## Description

Gunthar is a pleasant world covered in water. The major cities are all built on the rocky coastlines of the single small continent; however, a spray of islands in a planet-girdling archipelago support a vast agricultural enterprise.

## Shops

Max specials
7
Atlas AS7-D

**Atlas AS7-D** is a Assault-class 'Mech in *Battletech*.

## Description

The Atlas is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. With nineteen tons of armor and a Defiance AC/20 as its main gun, few opponents can survive even brief contact with an Atlas.

## Loadouts

* **Pinpoint Damage Brawler / Finisher** One of the more common custom build is to make use of the available tonnage and mount 2x AC/20's with 4 to 5 tons of ammo. The rest of the tonnage can be used for SRM's, Medium Lasers, Jump jets (which are heavy but useful to close range) or armor depending on player style.

## Strategy

Click here to add a strategy!

* The Atlas D is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. It is also noteworthy for normally mounting the maximum amount of armor possible. Few opponents can survive even brief contact with this monster.
* While indeed formidable in a melee, Atlas is rather slow and will have trouble closing in on faster heavy and medium mechs. Consider swapping out the medium lasers and SRM for some large lasers that will allow it to seriously damage enemies that wisely stay out of the reach of its autocannon.
* Available to scavenge in battles and to buy their parts in shops after finishing the campaign and liberating Coromodir (however, if you happen to run into an Atlas beforehand during five star contracts, it's naturally available for salvage).
Weldry

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

## Description

Weldry is a cold world with a thin atmosphere that's only breathable in the lowlands and valleys. The highlands are barren, windswept, uninhabited ice. The highest form of life is a vicious stinging insect that can form mile-wide swarms - and of course, humans. Ever since the rise of the Aurigan Directorate, the planet took a turn for the worse. Director Espinosa turned a fringe hellhole into a fringe hellhole full of his political enemies. A new prison facility, lovingly dubbed the *Icebox* by locals, was constructed with the aid of the Taurian Concordat and holds both his enemies and hostages - the most notable being the family members of the Houses forming the Founding Council.

As such, it is a priority target for Kamea Arano and Alexander Madeira of the Arano Restoration. Cracking the prison and releasing the hostages would remake the political landscaping the Director engaged in over the past three years practically overnight.

## Shops

Max specials
4
## Interactions

* The planet is the focus of the first storyline/Restoration mission: Liberation of Weldry.
WeaselCakes

**Todd "WeaselCakes" Stevenson**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Todd Stevenson grew up in his father's shipping fleet on the edge of the Free Worlds League, learning how to shine up old tech so it looked-and hopefully worked- like new. He also learned the importance of making sure you always got something out of every deal. When a government crackdown confiscated his father's fleet in lieu of back taxes, and his father simply accepted it, Todd rebelled.

Stealing one of his father's ships, he continued trading, now doing smuggling for the black market. Fearless and boastful, he accepted all the riskiest runs - and on one of them, he struck gold. On a moon well off established trade routes, he found a derelict military dropship, with several trashed Battlemechs in the bay. He spent several years piecing together the equipment and learning how to use it. A number of ill-advised decisions during that time meant that eventually a coalition of dissatisfied customers tracked him down - and he was only able to buy his life with his makeshift 'Mech. And the way he tells it, it almost certainly fell apart the first time somebody other than him tried to fire its weapons.

His reputation as a black market trader in shreds, he made his way to the Periphery, to look for whatever work he could get. He now gets work as a junior MechTech or a 'Mech pilot, whichever his employers need. His equipment is always very, very shiny.
New Abilene

**New Abilene** is a planet in the Aurigan Reach in *Battletech*.

## Description

New Abilene is a grassy world dedicated to raising livestock. The pastureland is mostly owned by a few wealthy 'barons' who are prone to violent squabbles over water rights and shipping privileges; MechWarrior marshals try to keep the peace.

## Shops

Max specials
4
Morale

The blue meter to the left of your MechWarrior portraits represents your Lance’s overall **morale** on the field. Morale is continually gained, primarily by positive actions
(damaging and destroying enemy ‘Mechs) increase your Morale. Regardless of events, your lance also gains some Morale
at the start of each turn.

When the Morale Bar fills completely, you can inspire one of the MechWarriors at any time. A MechWarrior is inspired for the turn's duration, attacks ignore COVER, GUARDED, and EVASIVE bonuses, and all
attacks gain a 95% chance to hit, except for long-range
weapons that are inside their minimum range.

Each time either player​ uses Inspire, the rate of Morale gain for both players increases - Morale
Bars fill quicker. This effect is cumulative.
T-Bone

**Tony "T-Bone" Bono**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Tony Bono has no memory of his parents, who were a gladiatorial duo on Solaris VII, and who died particularly memorable deaths that are still occasionally referenced today. He was raised by the techs and other gladiators in the stable, growing up on stories of the valor and celebrity of his parents and other famous arena champions.

When he was eighteen, despite the wishes of his favorite auntie, he decided to officially join the stable as a gladiator instead of a tech. He was an excellent duelist, able to make any fight not just entertaining but actually exciting, but his temperament was too serious. He found he was unable to showboat in a way that garnered more than passing media attention, despite his family background.

Unable to convince himself to move from piloting a 'Mech to repairing them, no matter what his stable aunties hoped, he eventually withdrew entirely from gladiatorial life. After traveling a while on the farewell gift of his adopted family, he headed to the Periphery, where his grim focus on winning small-scale battles has served him well as a MechWarrior-for-hire.
Showboat

**Amanda "Showboat" Ahn**  is a Ronin mechwarrior in *Battletech*.

## Bio

Amanda Ahn, who was born on 'a little planet nobody's ever heard of' always knew she was going to be a star. She started out by participating in local talent shows, where she repeatedly won Miss Congeniality, but didn't quite catch on with the local population of farmers and biologists. But after watching the 'Mech dance routine teenage Amanda put together, a supportive great-aunt scraped together the funds to take herself and her young charge off to Solaris VII. There Amanda trialed at several gladiatorial stables before her savvy great-aunt provoked a small bidding war between the stables to get Amanda one of the most excellent rookie contracts in recent history. It was an uncommon move, but Amanda Ahn was an uncommon find even in gladiatorial circles, and she went over big from the beginning. An absolute natural in the cockpit, she was a popular sensation due to her skills, style, optimism, and scrappiness.

She was living her dream, and she loved it, all the way until her great-aunt died. Her new agent, while good at the business end of things, didn't have Amanda's great-aunt's sense of how to protect Amanda's temperament from some of the darker elements of the Solaris VII gladiatorial world. As Amanda coped with the loss of a most beloved mentor, she was still expected to be her famously cheerful self. She couldn't do it alone, and turned to stimulants and alcohol for help. Eventually, as it did with so many gladiators, it backfired on her. Caught up in a hideous scandal, Amanda was advised by her new agent to leave Solaris VII for a few years so the scandal could be forgotten. Ashamed, and glad to escape from the pressures of Solaris VII celebrity, Amanda did so, heading out to the Periphery to take up work as a mercenary and, hopefully, keep her nose clean.

## Showboat that sinks your ship!

Not a lot to say about this pilot. You want to be sympathetic towards her but through over a dozen scum saves to try and better her and help her with her alcholism every single time you get burned for trying to help her no matter what scenario you choose.

Called her out in front of the crew? She becomes a rebel and starts ignoring orders.
Talk to her one on one? She deflects your help and avoids you becoming dishonest.
Try to have her and [insert pilot] whos bed she used as a latrine to work it out like adults? She assaults him or just ignores her issue.

I've had drunk pilots that you can help. It might be that this pilot is specifically scripted to always downspiral or has a rather high chance of it.

Try and fix her if you want, but after the second negative trait you're better off dropping her off on a planet and saying good bye forever. (kickstarter and ronin pilots will never return if you fire them)
System requirements

**Battletech** has the following system requirements (subject to change):

## Windows

### Minimum

* WIN OS​: Windows 7 or Higher (64-bit)
* Processor​: Intel Pentium Core i3 3210 3.20GHz or AMD FX 4300 3.8GHz
* Memory​: 8 GB RAM
* Graphics​: NVIDIA GeForce 660 GTX or AMD Radeon HD 7850
* DirectX​: Version 11
* Network​: Broadband Internet connection
* Storage​: 7 GB available space
* Sound Card:​ DirectX 9 sound device

### Recommended

* OS​: Windows 7 or Higher (64-bit)
* Processor​: Intel Pentium Core i5 3450 3.10GHz or AMD FX 6300 3.5GHz
* Memory​: 16 GB RAM
* Graphics​: NVIDIA GeForce GTX 950 or AMD Radeon HD 7900 Series
* DirectX​: Version 11
* Network​: Broadband Internet connection
* Storage​: 10 GB available space
* Sound Card​: DirectX 9 sound device

## Mac OS

### Minimum

* MAC OS​: OS X Mavericks
* Processor​: Intel 2.5 Ghz Mid 2011
* Graphics​: Radeon HD 6970M
* Memory​: 8 GB RAM
* Network​: Broadband Internet connection
* Storage​: 7 GB available space
* Sound Card​: On Board Audio

### Recommended

* OS​: OS X El Capitan
* Processor​: Intel 2.9GHz Late 2013
* Graphics​: Nvidia GeForce GTX 775M
* Memory​: 16 GB RAM
* Network​: Broadband Internet connection
* Storage​: 10 GB available space
* Sound Card​: On Board Audio
Renown

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

## Description

Renown is a Terran paradise when the skies are clear, which unfortunately doesn't happen very often. The planet is subject to vast tornadoes and 'meteorologist' is an essential position in Renown's mostly-automated factories and farms.

## Shops

Max specials
6
Vulcan VL-5T

## Description

A FedSuns favorite, the Vulcans 5T variant dumps the standard model’s AC2 and beef up its medium-to-close firepower and defenses. It's generally considered to be “better” than the 2T, but it's also harder to come by.

## Loadout

The Vulcan VL-5T is a 40 ton mech with 7.94 tons remaining after full armor. It has a max movement of 165m and can equip up to six jump jets, making it faster than most medium mechs except the Assassin and Cicada. It has a CQC Suite in its center torso which grants the mech +10 to melee defense as well as +20% to weapon range.

## Strategy

Get as close as possible and put all those support weapons to good use. However considering the Vulcan is so lightly armored I wouldn't recommend using a pilot you care about.
Pilpala

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

## Description

Pilpala recently changed hands when the Free Worlds League moved in a large number of mercenaries that dominated the few troops stationed there by the Capellan Confederation. The planet's mercantile population is uneasily adapting to the regime change.

## Shops

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New Vandenburg

**New Vandenburg** is a planet in the Aurigan Reach in *Battletech*.

## Description

Long after its eponymous Uprising, New Vandenburg remains a core component in the Taurian Concordant's military industrial complex, while also mantaining a wealth of other industries that make it a highly desirable place to live.

## Shops

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6
Phoenix Hawk PXH-1K

The **Phoenix Hawk PXH-1K** is a Medium-class 'Mech in *Battletech: Heavy Metal*.

## Description

The 1K is, largely, identical to the base PXH-1 model -- canonically this model does not have jumpjet capability, but because the Vectored Thrust system is hardcoded, JJs can be added to the 1K and it simply doesn't come with any. The other major difference is in hardpoints -- the 1K replaces the 1 model's ballistic hardpoint with two additional energy hardpoints, turning the PXH-1K into an even more dedicated laser boat -- and even more prone to cooking itself like a turkey.

## Loadouts

* As with the PXH-1 model, having only 19 tons of workable space and 7-odd at full armor limits what can be done with the PXH-1K. Not starting with jumpjets frees up several more tons, but NOT using jumpjets while the Vectored Thrust system is on the model is sort of wasting that potential.
* If you go with the Kuritan design, either leaving off jumpjets entirely or only adding a few back on, the PXH-1K can carry multiple Large Lasers and function as a deadly sniper-skirmisher -- its ground speed is no slouch even without its jump.
* Alternatively, leaving off some armor can allow the PXH-1K to mount five Medium Lasers, which will produce insane amounts of heat but also very high close-quarters damage for a 45 ton Medium.

## Strategy

* Yang's Thoughts: The Kurita-modified PXH-1K removes almost all of its jump capability in favor of better armor and heat management. This makes it less flexible in more restrictive environments, but it's still a nimble and reliable skirmisher.
* The Phoenix Hawk can be thought of as a direct upgrade to the Spider which the campaign starts with, and a proper introduction to "jumpjet backstab" gameplay. Its bonus to damage after jumping strongly encourages it to be used in this manner: jumping behind an enemy and unleashing a full alpha strike on their weaker rear armor, before jumping away to cool down. This is brutally effective at coring out opponents, and reaches its peak with the later Grasshopper heavy mech; the Phoenix Hawk can't match the Grasshopper's alpha capacity or survivability, but can move faster, farther, and sooner in the initiative order.
Tinker

**Lantalia "Tinker" Metke**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Lantalia Metke was the eldest child of one of the Counts of Galax, in the Federated Suns. She was a bright, but deeply withdrawn child. After a standard battery of psychological testing indicated a need for medical intervention, she was sent to New Avalon and her younger brother replaced her in the stressful position of Metke heir.

While she was primarily on New Avalon for assistance with her gender transition, the early treatment encouraged her to overcome her withdrawal and soon she found a place as the protege of a noted AI researcher. After graduating from her academy early, she chose to return to Galax to do avionics development for Boeing and assigned her to a roaming dropship recovery team.

When her team was attacked while on assignment, she was the only survivor, and dying of dehydration herself when a mercenary company boarded the drifting ship and rescued her. After bonding with the mercenaries, she decided to stay with them for a while. They trained her as a backup pilot. Unfortunately, when a crisis came that required her skills, she alone was not enough to save the day. While the civilians her company was defending survived, her friends did not.

Now she drifts around the Periphery, intermittently working as a mercenary pilot. She has an invitation to work at the New Avalon Institute of Science with her mentor, a standing offer from Boeing to work for them again, and a family that misses her. But she has lost two crews, two sets of friends and she is not yet sure what she's ready to lose next.
Raulo Grigas

**Raulo Grigas** is the captain of the ARS *Delfinas*, a supply dropship supplied to the Restoration by House Karosas for the purpose of excavating Castle Nautilus. Unfortunately for the Captain, Commander Ostergaard had a score to settle with the Restoration and destroyed the ship with an artillery strike when the Taurians attempted to eliminate Lady Arano from the game.
Niomede

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

## Description

Niomede is the largest airless rock in a system full of them. Yet people dwell there, deep under the surface in sealed caves. The original valuable mineral deposit was long ago exhausted, but a thriving astronomical research community endures.

## Shops

Max specials
8
Scouting

**Scouting** is the art of finding your enemy before destroying them. There are two elements of scouting: Sensors and spotting.

All of the following information should be considered unconfirmed as of the most current patch; limited testing has so far shown no difference in sensor range between an Assault and a Light in their ability to detect a Turret.

## Sensors

Sensors are the long range detection capability of a mech. The default sensor range is 400 units and is modified by the Mech's class:

* Light mechs have a 40% bonus to detection range (560 units).
* Medium mechs have baseline range.
* Heavy mechs have a -25% malus to sensors (300 units).
* Assault mechs have the largest, -50% malus, capable of detection in a 200 unit radius - the same as spotting.

The detection range is further affected by the signature of the target. The smaller the signature, the closer the mech needs to be for sensors to pick it up.

* Light mechs have a -50% bonus to signature.
* Mediums enjoy a -25% modifier.
* Heavies are just -10% more difficult to attack.
* Assault mechs can be detected at any range within the sensor radius.

Furthermore, a shutdown mech has a -50% signature bonus.

If a mech is in sensor range, the Sensor Lock ability can be used to establish instant line of sight for one turn.

## Spotting

Spotting is the pilot using their Mark One Eyeball to establish line of sight with the enemy mech. The base spotting distance is 300 units and visibility is unaffected by mech class (however, light mechs have a +25% spotting range, as dedicated scouts). Shutdown or prone mechs are the only ones with a visibility bonus, being -25% harder to spot.
Muridox

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

## Description

Granted as a backhanded reward to a troublesome minor \*

 Capellan Confederation family, Muridox is a deep-water planet with vast floating hydroponics platforms and settlements on the polar ice caps dedicated to deep-dive harvests of native sea life.

## Shops

Max specials
7
Panzyr

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

## Description

As a result of multiple conflicts above the surface of Panzyr, the orbital approach to the planet is potentially hazardous, so despite its pleasant climate and resources, Panzyr is in a slow decline. House Decimis, originally from Guldra, took possession of the world and it is now their home system.

## Shops

Max specials
5

## Strategy

Click here to add a strategy!

* After liberating it, you gain access to an unlimited stock of Griffin GRF-1N parts.
Paradox

**Edward "Paradox" Chik**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Paradox - only his father calls him Edward - grew up on Tharkad in the Lyran Commonwealth, in the very heart of civilization. From an early age, he was fascinated by history, especially epic BattleMech battles and legends of Lostech.

He drifted through school and eventually settled into a concentration on history and political science, focusing on the motivations and impacts of the Succession Wars. A student broadcasting project became a launch point for a moderately successful series of historical programs he co-hosted.

After an extended tour of the Inner Sphere, he was tapped as one of a team of hosts on a new historical program about BattleMechs and LosTech: his childhood dream come back again - and this time he was able to get up close and personal with 'Mechs.

Paradox then leveraged the hands-on experience from his second show into a third documentary show set on Solaris VII. This one was not a success, which was unfortunate for all the sponsors, and for Paradox's own savings. After he burned his bridges with one too many inflammatory remarks about his colleagues, he vanished from the public eye and eventually turned up in the Periphery, working as a mercenary pilot.
Sabercat

**Thomas "Sabercat" Hayes**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Thomas Hayes, the son of teachers, was raised on the Vagabond School the Sorbonne, in the Federated Suns. Far better educated than the school's students, he was pressed into service early as a tutor, sometimes to children notably older than him. He was good at it, and initially had no higher ambition than following in his parents footsteps. But they wanted him off the poorly maintained JumpShip and as soon as he was old enough, they used all the credit they'd earned serving on the Sorbonne to get him into a military academy.

He couldn't not do well at the academic part of the curriculum, and he was found adequate at the less intellectual parts of the training as well. After he graduated, he was offered a commission as a navigator, but turned it down to return to academia. He spent several years earning an advanced degree in military history, which gave him an uncomfortable familiarity with the slow decline of civilization in the face of constant warfare.

When a round of conscriptions started, he was ordered back to service, and placed in a BattleMech. He did his duty, but he was a little too aware of the big picture for his superiors' comfort. As soon as a potential peace loomed on the horizon, he was mustered out. To avoid a repeat conscription when war inevitably began again, he headed out to the Periphery, where he found work as a mercenary pilot to pay the bills while he worked on a book about the Third Succession War.
Rifleman RFL-3C

## Description

The Rifleman's 3C variant packs a heavier per-shot punch while also improving the survival of the ‘Mech by adding extra armor and helping its heat problems. The downside is that its heavier Autocannons force it to come somewhat closer to danger, making positioning and support from better armored units critical.

## Loadout

Two UAC/5 with 4 AC/5 ammo, one heat sink D and no jump jets will net you 180 total damage and still be heat neutral while still at near max armor. Your max range would be 540m which is quite decent.

For extreme range, three UAC/2, three AC/2 ammo, a TTS +3 accuracy ballistic, no heat sinks and no jump jets you can deliver 150 total damage at a max range of 720m, but probably more with the -2 range penalty. You'll be an extreme long range sniper.

## Strategy

The Rifleman has a Rangefinder Suite that gives -2 recoil and range penalty and +100m view range. Using autocannons is probably best, especially mid to long range weapons because AC/20 will make you move in close to enemies and the Rifleman is not a good damage absorber. You get structural damage quickly and need to repair causing downtime. The mid to long range weaponry will ensure your Rifleman stays safe and sound.
Succession

## Initial Contact:

An associate of mine on Primus is in desperate need of assistance. If you're open to a little subcontracting, I'll make it worth your while.

### Flashpoint Info:

* Employer: The Draconis Combine
* Opfor: Red Hare Irregulars
* Engagement Length: Short
* Consecutive Deployment: No
* Bonus Reward: Rare Weapon
* Tonnage Requirement: Light (Max Tonnage Requirements: 75 Tons/per Mech, 240 Tons Lance Total)

### Upon arrival:

On arrival you are informed that your contact in trying to curry political favor with a Capellian dignitary, and would like your help in doing so. They ask you to assist in taking care of whatever problem the dignitary ask of you before disconnecting and connecting you directly with the Capellian Dignitary.

Once put in contact with the dignitary they inform you that they would like you to track down and eliminate a target, Yuetu, who has caused multiple problems for them and harassed their family, along with any associates that get in your way. Do this and she will provide your contact the backing they need.

## Succession I - First Mission

Assassination Lowlands 2 1/2 Skulls (Weight limits: maximum 75 tons per mech and 240 tons total lance)

### Objectives:

* Eliminate Commander Yuetu
* Destroy Red Hare Irregular Mercenaries
* Eliminate Red Hare Irregular Reinforcements

You start in one corner of the map with a lance of mechs directly in front of your starting location, with another located to the right across a small river that runs the length of the map. Cover can be found spread around the map and can assist greatly in making sure you don't have to deal with the entire enemy force at once. Attempt to eliminate the lance in front of you before taking out the reinforcements, or pushing forward and eliminating the target. The primary target in located behind the front lance.

## Succession II - Decision Point

Option A: Destroy Base (Weight limits: maximum 75 tons per mech and 240 tons total lance)

Option B: [info needed]