recursal/Fanatic-Fandom huggingface dataset:
Maneuver

Movement is life. **Maneuver** is victory. Each battlemech has its own speed of movement and range, directly affecting its battle role. Heavy and Assault mechs tend to be slow and cumbersome, trading finesse and speed for sheer durability. Medium and light mechs tend to be nimbler, making effective scouts and flankers, but poor brawlers.

## Types of movement

There are three basic types of movement (All measured in 30 meter tile increments) :

* Walking is the slowest pace, but generates no heat, making it an effective way for cautious forays. However, it does not provide any special bonuses unless you end your move in the right terrain.
* Sprinting occurs when a mech consumes over 50% of its movement points. A sprinting mech gains five points of heat, but also gains the Evasive bonus (+50% to attack evasion) on top of increased range.
* Jumpjets allow a mech to rapidly clear obstacles and perform death from above attacks. However, they are the most heat-inefficient method, as the jumping mech gains 5 points of heat and an additional five per distance covered.

## Flanking

Maneuvering over the terrain has one major point: Gaining a tactical advantage. You can be in one of four positions relative to the target mech:

When
firing on a target, you can hit its Front​, Left​, Right​, or Rear Arc ​depending on your position
relative to the target’s, indicated by the red arc at the base of the target. This arc determines
which Locations on the target your attack will be able to damage: An attack on the left arc
cannot damage the Right Arm. If you’ve been dealing damage consistently to one
Arc of an enemy mech, it’s a good idea to try to continue dealing damage to the
same Arc. ​This will maximize your chance of punching through Armor and
damaging the Structure of Locations on that side of the ‘Mech.

## Terrain

Finally, terrain greatly affects combat. Apart from movement (roads give +50% bonus to movement while rough areas give an opposite, -50% malus), they have varying effects on your performance. Standing near a geothermal vent will double heat accumulation, while taking a stroll near a water source - or dunking the mech in - will halve it. Where you end up and how you exploit these opportunities is a crucial element of combat.
Cataphract CTF-1X

**Cataphract CTF-1X** is a Heavy-class 'Mech in *Battletech*.

## Description

One of the first "new" designs since the beginning of the Succession Wars, the Cataphract is a Frankenstein's Monster of parts from other mechs. The Cataphract has heavy armor and heavier guns, mounting an AC/10, PPC, and 4 Medium Lasers.

## Loadouts

* One of the few mechs where the stock loadout is pretty good. If you feel it is too hot, swap out two of the ML's for heat sinks; or the PPC for a Large Laser, using the two free tons for heatsinks or extra armor.
* Cataphracts can be refitted with 4 x LL's as a Laser-sniper. The remaining tonnage goes to Heat Sinks, and maybe some Jump Jets.
* For strong mid-close range firepower and controlled heat while maximizing the hardpoints, AC/5 with one ton ammo, 2 x LL and 3 x ML. This is a versatile build as a second line Mech and focuses fire nicely.
* Mounting 1 x AC/20 + 5 ML gives a very good 225 Alpha-Strike damage from short-range.

## Strategy

Click here to add a strategy!

* The Cataphract is called a "FrankenMech" because it's got a little bit of everything stitched together on it. The 1X model works well at medium-long to closer range, with good armor and weaponry.
A House Divided

Commander, I need your help \u2014 my house's honor is at stake. Please, let's meet and discuss the details.

Location: Mendham

Difficulty: 2.5 Skull

Faction: Draconis Combine

OpFor: Pirates

Restrictions: No Restrictions

Rewards: 900,000 or 1,800,000 cbills, rare items of +, ++ and +++ value, mech parts, and possibly a complete mech. (There is some chance to get a SLDF Highlander as reward)

### Description

Lady Mariko Nakano has reportedly fallen in with a bad crowd, according to her mother and head of House Nakano, Lady Suiko Nakano. Suiko Nakano has offered you a contract on the perceived bad influence, a local Pirate named Luthendorff.

First mission is a straight convoy ambush in badlands with no drop limit. OpFor is 4x vehicles and 4x light/medium mechs.

After that, you have a choice, side with the mother (A) or the daughter (B).

### Choices

Option A: If you side with the mother, you participate in a 8v4 Battle mission, along side the mother's lance. The OpFor is a mixed lance of medium to assault mechs (e.g. 1x Zeus, 1x Thunderbolt, 1x Griffin, 1x Hatchetman)

Option B: If you side with the daughter, you get a base defense in badlands against two light to heavy lances. Mom is in a Grasshopper, other mechs seem to be a mix of lights and mediums. The second lance comes in off the water to the right of your initial drop. You can gain Local Pirate Organization rep with this choice (Max +13). Optionally, you can choose to keep lady Suiko alive until the timer runs out. This won't change the reward, only the mission debriefing.
Roomie

**Roomie** is the player character in Out of Space. There are multiple species of Roomies, such as Sharks and Foxes, though their appearance does not affect gameplay.

## Attributes

Every Roomie has three attributes: Stamina, Hunger and Dirt. Each of these attributes incur heavy penalties if left unchecked; as such, they must be carefully monitored to avoid potentially game-ending consequences.

 Hunger
 Dirt

## Species

Out of Space offers a variety of species to choose from. They are merely cosmetic, and some can be unlocked by completing Achievements.
Crew

Beyond pilots, mechtechs, medics, and everyone else, there's the command staff of your mercenary outfit. These include:

* Executive Officer Darius Oliveira, head of logistics and command.
* Chief Mech Tech Yang Virtanen, maimed chief of mech techs.
* Navigator Sumire Meyer, grim navigator from a fallen house.

Once you acquire the *Argo*, your crew grows to:

* Lord Alexander Madeira, liaison with the Arano Restoration.
* Doctor Farah Murad, the genius who made *Argo* fly again.
Live Fire

**Jeffrey "LiveFire" Scott**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

One of the many children orphaned by the Third Succession War, Jeffrey Scott was lucky enough to be adopted by the noble Scott family of the Free Worlds League, and raised as a cherished member of their large family.

After being educated at a local military academy, his family arranged for him to work at a military testing range instead of on the front lines. Not an uncommon act at the time, he still welcomed the opportunity to broaden the MechWarrior skills he'd acquired during school sports.

What could have been a splendid career was severely curtained when he discovered that one of his siblings had been using him as a catspaw in a criminal endeavor with the potential to destabilize a Duchy. Rather than be indicted and betray his foolish brother, he abandoned his position.

Now he travels the Periphery, taking work as a mercenary. Perhaps he'll make it home again. Perhaps not. Most of his stories of old days are of the Shadow Hawk he piloted on the test range, and if he'll ever see it again.
Maldive

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

## Description

Maldive is a casualty of the Succession Wars. Its position on the border of \*

 Federated Suns and \*

 Capellan Confederation space made it a frequent target for orbital strikes, and its fragile ecosystem collapsed entirely. It's now a wasteland, inhabited only by scavengers.

## Shops

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Brother

**Teo "Brother" Navarro**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

\"Crime doesn't pay, Teo Navarro,\" said his mama. \"You just keep your head down and work hard and be glad we're in the Federated Suns and not in any of those other places.\" Crime doesn't pay\u2026 except when it does. Crime paid for his mama's heart surgery and his little sisters' schooling. Crime put food on the table when Mama couldn't get enough work and basic benefits were cut once again so the military could build yet more war machines.

Crime does pay\u2026. until you get caught. And even then, the House Davion military industrial complex wanted to recruit him, not punish him. That was what the Third Succession War had driven proud House Davion to.

He wanted to spit in their faces and accept the execution they offered him as an alternative. But would the criminal organization continue to take care of his family if he died for them? Sometimes they did, and sometimes they didn't. Best, he decided, to appear to die. To do what the Federated Suns asked him to do.

So he did, for a while. He tracked and brokered and assassinated. Until Mama died anyhow, at the bottom of an endless waiting list for another surgery. He walked away that night, collected his two youngest sisters and his orphaned nieces, and took them all out to the Periphery, away from the corrupt, treacherous Inner Sphere. Now, they live someplace safe. He still sends them most of the money he makes as a mercenary, and his kit is covered in photos of his family. The older ones are somber, but the younger ones smile. Mama would, finally, be proud.
Cursa

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

## Description

Cursa had long been abandoned as too marginal a colony to sustain, but played a role in the war between \*

 ComStar and the Free Worlds League. The world was used as bait for a trap, chosen because of its lack of strategic value.

## Shops

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Benefactor

**Benefactor** is a storyline mission in *Battletech*, unlocked after completing two contracts.

## Synopsis

The odd thing about mercenary work... Well, everything is odd. But there are things that are particularly odd, like someone asking for you by name, using a priority transmission, and going behind ComStar's back.

## Walkthrough

* Travel to Bellerophon to meet your mysterious benefactor... Who turns out to be Magestrix Kyalla Centrella, head of the Magistracy of Canopus. She offers you an unsanctioned recovery contract, going behind the MRB's and ComStar's back both, while offering to pay off your debts to the loan sharks. Your entire crew pretty much jumps on the opportunity, as this is the best you can get in a long, long while.
* After accepting the offer, the next priority mission will activate: Capturing the Argo!
Katinka

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

## Description

The SLDF facility on this world made it a prime target during the Periphery Uprising, and an orbital mass-driver strike left an enormous crater and a badly-disrupted ecosystem. The potential for scavenging LosTech continues to flood the system with prospectors and colonists.

## Shops

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Archer ARC-2S

**Archer ARC-2S** is a Heavy-class 'Mech in *Battletech*.

## Description

The Archer's ARC-2S variant trades some of its long-range punch to become even deadlier when it gets up close, mounting SRMs to follow up what its LRMs have battered. Its heat management still poses a huge problem, though, so its pilots have to stay very wary of overheating.

**Unique Chassis Quirk** **- Missilery Suite** **(Right Torso, 1 Slot):** Long-Range Missiles used by the Archer will cluster to hit the same section of the target rather than scattering. Short-Range Missiles deal 75% more Stability damage.

## Loadouts

**Default:** 2 x LRM15s with 4t ammo; 2 x SRM4s with 2t ammo; four medium lasers.

**Highly Armored and Mobile Close Assault:** LRM10 with 2t ammo; SRM6 + SRM4 with 2t ammo; four medium lasers, four jump jets, three heat sinks. Increases armor, mobility, close range punch and heat dissipation at the expense of long-range attack power. Adaptable and useful in any biome given reasonable rates of fire, with 24 LRM and 20 SRM volleys in storage.
Flatline

**Lars "Flatline" Reichenbach**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Lars was born on Arcturus, the original capital of the Lyran Commonwealth, in one of the metropolises reclaimed by the ecosystem after the capital moved to Tharkad. As a result, his childhood an odd mix of the urban and the rural. But like many other Arcturans, Lars was raised with near fanatical devotion to the Commonwealth. When he was old enough, he enlisted in the LCAF.

On his first tour in the LCAF, he was assigned to the infantry, trained in anti-'Mech operations. He spent most of his tour living in harsh environments, avoiding being stomped on or shot by enemy 'Mechs. After his first tour ended, Lars used his earnings from his enlistment to attend the Blackjack School of Conflict, training to become a MechWarrior.

The unconventional methods taught at the Blackjack School of Conflict made Lars a perfect fit for the 6th Lyran Guards. But after surviving the 13th Battle of Hesperus II, Lars decided his life and skills were worth more than a government paycheck and left the LCAF to find wealth through his trade as a Solaris VII gladiator.

He had a promising start on Solaris but an embarrassing defeat found Lars relegated to fighting small-time matches in The Reaches. After racking up some serious debt through gambling and expensive living, Lars decided to sell his skills as a mercenary to pay off his debts... before someone comes collecting.
Aurigan Directorate

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

## Background

The Aurigan Directorate replaced the Aurigan Coalition when Santiago Espinosa, adviser to the High Lady Kamea Arano, betrayed her and led a coup against her government. In the years since that coup, Director Espinosa has solidified his hold on the systems of the Directorate, binding the Founding Families to his cause with a mixture of promises and threats. His rule is oppressive and militaristic, with individual liberties sacrificed to the cause of security and stability.

## Interactions

* The Directorate is the principal foe for much of the campaign, though it's possible to run operations for them before hostilities start proper.
Carmichael

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

## Description

Storms and befouled air make Carmichael a miserable place. The Taurian inhabitants fought a long, brutal guerilla war against the SLDF during the Reunification War, but ultimately lost; since then, the world has been a \*

 Federated Suns holding.

## Shops

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Darius Oliveira

**Darius Oliveira** is your executive officer aboard the *Leopard* and the *Argo*, responsible for the day-to-day operations of your company and introducing you to the concepts of managing a merc team on the Periphery.

## Background

Darius grew up on Nassau Heights, one of the hab stations orbiting Artru. Thirty decks of economic stratification, with the corporate suits on the upper decks and everyone else crammed into the lower ones. His father was a deckhand and the whole family lived on Deck 28, two levels up from the bottom, with other station maintenance personnel. Twelve hours a day, six days a week, his father would load and unload cargo shuttles. Vacuum-sealed quillar and nutrient paste for people like us, and luxury goods for the suits upstairs. According to Darius, he must've unloaded a thousand cases of Cassildan eel roe-plump, succulent eggs the size of melon balls. Never got to taste any, though. Any one of those tins would've cost him a half a year's wages.

Suffice it to say that Darius got an eyeful of what he *didn't* want to be on Nassau Heights, and did what he had to do to change my circumstances. And by the age of sixteen, he struck out on his own, leaving with a handful of skills, an enormous web of contacts, and a rucksack full of that expensive caviar. And once he made it off of Nassau Heights, he never, ever looked back. He took up a career as a mechwarrior and eventually made it to the position of XO of Mackham's Marauders. His last gig before the Coronation day was a job with the Arano Royal Guard.

High Lord Tamati gave his company the job back in 3019. They were supposed to be assisting the Royal Guard to round up and eliminate a pirate clan on Fjaldr. Commander Markham thought it'd be easy money, but it turned out to be anything but. They lost a dozen MechWarriors in the three months of the Fjaldr campaign and most had to be hosed out of their cockpits. Would've been more if it wasn't for Sir Raju Montgomery. The Mastiff saved the Marauders asses on more than one occasion and went out of his way to do it. And the thing is, he didn't *have to*. A lot of people in Mastiff's position would've used the mercs as cannon fodder, but that wasn't his way. He treated the Marauders as if we were his own.
Arn

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

## Description

Once a thriving agricultural and fishing world, Arn relied on Star League orbital technology to manipulate the weather and create viable farmland. Since being abandoned, the colony's population has slowly declined, as the weather satellites gradually shut down.

## Shops

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Battletech Wiki

Welcome to the Battletech WikiWelcome to the *Battletech* Wiki, Commander.
Please contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,643 pages (507 articles).

Spotlight: Battletech
Jordan Weisman, the creator of BattleTech and MechWarrior, is back with the first turn-based BattleTech game for PC in over two decades. Steeped in the feudal political intrigue of the BattleTech universe, the game features an open-ended *Mercenaries*-style campaign that blends RPG ‘Mech and MechWarrior management with modern turn-based tactics. The Aurigan Reach, a vast frontier region of Known Space, falls under the boot of the new Aurigan Directorate. Yours is the duty to set things right.

The Campaign/Career

* Career scoring and ranks
* Factions
* Star systems
* Finances
* Contracts & Missions

Lore

* Aurigan Reach
* Characters
* Lore glossary

 Mech Command
Combat

* Maneuver
* Scouting
* Combat
* Terrain
* Heat
* Status effects

Transportation

* Leopard
* Argo
* Crew

Armory
'mechs

* Light
* Medium
* Heavy
* Assault

* Battlemech shops

Weapons

* Ballistic
* Energy
* Missile
* Support

* Weapon shops

Components

* Heat sinks
* Jump jets
* Cockpits
* Target tracking systems
* Gyros
* Actuators

Other
Vehicles

The Lance

* Mech Commander
* MechWarriors
* Abilities
* Morale

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

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Flannagan's Nebulea

**Flannagan's Nebulea** is a planet in the Aurigan Reach in *Battletech*.

## Description

This frozen world in the heart of Taurian space is the moon of a large ice giant. Tidal stresses from the planet have created an ocean of liquid water below the ice, and in that ocean, submarine dome cities cluster around warm volcanic vents to exploit the rich minerals found there.

## Shops

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Laconis

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

## Description

Laconis is a cold, watery world, and between the chilly temperatures and the annual hurricane season, most of the 75 million inhabitants live below-ground. Taurus Majoris Mining is the world's largest employer, but many other smaller industrial firms have relocated to the prosperous world.

## Shops

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God

**Joshua "God" Godfrey**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

The Godfrey family was once originally a cadet branch of a ruling Federated Suns family, but before Joshua Godfrey's birth, they emigrated to the Capellan Confederation and purchased citizenship and Sheng titles there. Joshua, as the pampered youngest son of a large family, was gently guided through all childhood challenges, and encouraged to find something he enjoyed that would support the rest of the family in their political and business affairs.

While he was at Sian University, though, tragedy struck. A decades-old grudge had resurfaced to punish his family for their defection from the Federated Suns. While the culprit was an old business rival and the ultimate motivation financial gain, the damage was the same. Joshua's parents and eldest siblings were all assassinated in a single horrifying week - and the Liao would make no response except polite sounds of commiseration.

Against the advice - and pleadings - of his remaining brother and sister, Joshua left the university before graduation. Recalling a childhood fascination with BattleMechs, he traveled to the Periphery to find an apprenticeship as a MechWarrior. He fully intends on learning the ins and outs of the mercenary trade, and then leading a command of his own home again, there to defend what remains of his family.
Hacker

**Daksis "Hacker" Rand**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Daksis Rand grew up with information technology as his playground. He was raised on Hachiman in the Draconis Combine, the child of IT executives, and he got an early start dabbling in the digital world. He was a rising star at the technology academy he attended, until certain of his extracurricular activities related to an illegal information brokerage came to light. While nothing was ever proven against him, he left the academy under a cloud of suspicion.

Using his skills, he managed to hide his dubious record and get a job at Victory Industries, where he worked hard to keep his record clean. If information on a salvage breakthrough leaked, well, there was no evidence it was his fault. Except that record he'd cleaned up came to the attention to the Internal Security Force, who considered that evidence enough.

Once again, Daksis had to forge a new identity for himself, and this time, he had to burn through quite a few connections just to survive. Once he made it to the Periphery, the pressure eased and he was able to relax a little once again. He decided, for his own health, that he ought to retire from information brokering. So now he's working as a mercenary, because, he says, it keeps him out of worse trouble.
Character creation

The **character creation** process creates your mech commander, customizing their background and skills. It's a three stage process.

## Background

### Ancestry

The first step defines where your family originated from when it arrived in the Reach.

 Rimward Periphery
 Deep Periphery

### Youth

*This is where you met Raju "Mastiff" Montgomery, a veteran of the Succession Wars, whom your parents hired on for a season to train you as a MechWarrior. Raju was a strict but capable teacher, and you quickly became a skilled pilot under his tutelage.*
*It was an uneventful life until your 16th birthday...*

In this section you decide on what happened in your youth. You have six options, each giving a +1 bonus to the two skills.

### Career

The final stage is selecting the kind of career you pursued for a +1 to the selected skill and defining how you wound up taking the contract for the Aurigan Coalition.

So it is that you find yourself reunited with your old mentor, preparing your ancestral Blackjack for guard duty on the coronation day of the Lady Kamea Arano…

## Summary

Your mech commander starts with two points in each skill and up to +2 points in skills selected at the second and third stage of character creation. With your character made, the campaign begins with a tutorial on the eve of the Coronation Day.
[[1]]
Medusa

**Mohammed "Medusa" Benitez**  is a mechwarrior in *Battletech*.

## Bio

Mohammed Benitez was born on one of Mechdur's lunar colonies and subsequently traveled with his prospector parents all over the system before moving to Katinka. There he attended a local technical school to augment the knowledge he had picked up while growing up. He spent some time working as a tech on his parents' IndustrialMechs. Eventually, craving more excitement, he hitched a ride on a mercenary DropShip, where he soon talked his way into a BattleMech cockpit. He's never looked back.
Cicada CDA-3C

**Cicada CDA-3C** is a Medium-class 'Mech in *Battletech*.

## Description

The Cicada 3C is a refit of the 3A model. By slightly reducing the 'Mech's top speed, the design is capable of mounting a pair of machine guns in the legs and a solitary PPC in the right torso.

## Loadouts

* While nowhere near as pathetic as the -2A, it is still outmatched by the Jenner in all respects but speed. Additionally, it only has a single Energy hardpoint, making it unable to mount a massed ML battery. The Ballistic hardpoints are considered to be a conversion error, and are likely going to be replaced with additional AP slots, which might make a Flamer built possible in the future.

## Strategy

Click here to add a strategy!

* The Cicada 3C is slightly slower than the 2A but has more room for weaponry and armor. It still generally underperforms in most areas except speed, but it can put up more of a fight, with better survival rates.
* Since it has little room for much else and is very fragile, dump it. Don't salvage it, don't buy it, just don't even look at it. Even if it can pack a little more armor than 2A, it's still bringing a snowball to a flamethrower fight.
* The Cicada 3C is the same speed as a Jenner, and has 0.5 more tons to work with. The problem is the hard points - they don't fit well for usual scout/fast attack mechs. There isn't enough tonnage to mount a strong autocannon in the available spots, and still have a semblance of armor. there aren't enough energy points for a barrage of medium lasers. There are NO missile hard points. What the Cicada 3C does have, are a lot of support weapon hard points. Was your Firestarter too slow? Mount four flamers. Did you want a Spider with more machine guns? The Cicada 3C could be an excellent specialty setup, if your tactics support it. The extra weight versus a Jenner or Spider does bump it into a later initiative phase unfortunately.
Artru

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

## Description

Artru is a barren, icy rock with almost nothing of value; a token staff keeps the massive industrial mining equipment running. It's a major travel link to Hellespont, however, and Hellespont is the headquarters of the rimward branch of the \*

 ComStar Explorer Corps.

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Jacomarle

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

## Description

A hot, wet world with a dense atmosphere, Jacomarle has very little to attract conflict; the residents are farmers and fishers, and local industry produces consumer goods for nearby systems. Thus despite being one jump from the border, there are no real military threats.

## Shops

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Dragon DRG-1N

**Dragon DRG-1N** is a Heavy-class 'Mech in *Battletech*.

## Description

Originally designed to replace the Shadow Hawk, the Dragon 1N is a versatile, high speed Heavy 'Mech that trades firepower for speed and heat efficiency. While it excels at no specific roles, the Dragon 1N is passable at many.

## Loadouts

* The Dragon is pretty much best used as a dedicated meat shield and melee brawler. With the low available tonnage, you can't put any meaningful ballistic weapons on it, and without missiles it won't last long in a slugging long range match. However, put a few small lasers on it, plus a medium, and give it a pilot who can sprint long range and it can deliver quite the punch, especially with the right servomotors. However, long-term it's a wash. Sell it when better mechs come around.
* As this is likely to be your first actual 'Heavy' mech, and with its high base speed, this mech is great for being a meat shield brawler style mech, capable of closing distances quickly and able to mount more armor than any Medium mech. Of course, maxing out armor does cut into the tonnage available for weapon systems. Give it an AC/10 and a pair of SRM/4's, with a single ton of AC and SRM ammo, and you've got a mech with enough punch to command respect, at least at the time you unlock access to it anyway. Yes, it will be upgraded, but it can be a lynchpin of your Lance until you can put together a Cataphract or Orion.
* The default loadout leaves the Dragon as little more than a slightly gimped Centurion that happens to weigh ten tons more. Adjust the build of either to match the other, and the only noticeable difference will be that the Dragon has a stronger internal structure score than the Centurion. All things considered, the Dragon may well be the weakest heavy mech in the game.
* For a meat-shield build, max out front armor, and load 2 x SRM6 w/ 2 Tons of Ammo, 2 x Medium Laser, and 4 Jump Jets. You have less than 1 ton left-over, which you can then put into a single Small Laser, or cut a few points of rear armor to free up enough weight for 1 Heat Sink, or the 5th Jump Jet.

## Strategy

Click here to add a strategy!

* The Dragon 1N is a beefy machine that can take a serious beating but tends to be a bit light on weaponry. It moves fast for a heavy 'Mech, though, which makes it well suited to closing for Melee attacks against slower targets.
* If you want to stock up on Dragons, you receive an unlimited stock of parts at Smithon after liberation.
* The Dragon DRG-1N is essentially a heavy mech version of the Shadow Hawk. It has the same 140m max movement, 240m sprint and 180m jump but with 496 structure and 1245 armor compared to the Shadow Hawk's 456 structure and 1145 armor. It's a small difference but being a heavy mech your turn to start will be in the 2 phase rather than the 3 phase of medium mechs. The melee damage of the DRG-1N is 90 compared to Shadow Hawk's 85 and stb damage is also five points higher than the Shadow Hawk, 60 versus 55. However, the load capacity of the DRG-1N is 13.44 tons at max armor compared to the Shadow Hawk which has 13.69 tons available with full armor.
Cyclops CP-10-HQ

The **Cyclops CP-10-HQ** is a Assault-class 'Mech in Battletech.

## Description

The Cyclops CP-10-HQ is the ultimate command 'Mech. Through its weaponry is fairly light for its class, it provides unmatched benefits to friendly units in the form of improved communications, coordination, and battlefield awareness.

## Loadouts

The 10-HQ has lowest available tonnage of any assault 'Mech (33 tons) which greatly limits loadout options. As a consolation, it has a high movespeed for an Assault 'Mech, a battle computer, and an advanced command module.

* **Laser/Missile Support** The 10-HQ retains all the laser hardpoints (three each arm) of the 10-Z. However, it loses the ballistic mount of the 10-Z in favor two additional missile hardpoints. While this may look incredibly attractive the limited tonnage of the 10-HQ makes it difficult to fully utilize. Also, without the ability to equip a cockpit mod the 10-HQ would be best to stay out of concentrated fire. This typically relegates the 'Mech to either a sniping or long range missile role.

## Salvage

The CP-10-HQ sells for a whopping 2.6 million C-Bills. Money conscious commanders would be wise to look out for any pieces of 10-HQ salvage.

## Considerations

The battle computer grants +1 initiate to all units in the lance. This will allow skilled commanders to pick off some 'Mechs before they have a chance to act.

The advanced command module grants +1 accuracy and 10% damage reduction to all units in the lance, but comes at the terrible price of weighting 8 tons (this is why the 10-HQ has such a terrible payload for an assault 'Mech).

If you just want initiative for your lance run a 10-Z and put the additional 8 tons to use carrying lasers and heatsinks. If you need damage reduction, it's typically best, to run a *Marauder* (42.5 ton payload). The 10-HQ sits in weird middle ground between payload, initiative, and damage reduction - it does all those things but none of them especially well.

Teamed up with a *Marauder* though, the stacking 10% damage reduction allow otherwise suicidal stunts with a light or medium 'Mech, like fielding a COIL *Firestarter* in 5 skull missions.

Putting a free floating ECM - can be found in random shops or the black markets - into this 'Mech makes it a particular good support 'Mech; its combat role should be melee/brawler then.
Coach

**Auri "Coach" Tilson**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Auri Tilson grew up in the backwaters of the Outworld Alliance, craving the excitement his ancestors had eschewed. There was a war out there, and he was far too young to appreciate how it had barely touched his home. When he was old enough, he enlisted and opted for off-planet service.

By the end of his first tour, he'd realized that while he enjoyed working in a BattleMech unit, he disliked the discipline of military life. He mustered out and went to Solaris VII, where he spent ten years working his way up through a stable, starting out as a pilot and eventually becoming a coach and manager. But he spent many seasons falling short of his tournament ambitions. Noting the exodus of several up and coming young stars from Solaris VII, he came up with a plan to travel the Periphery, recruiting from among the mercenaries there for a new stable that could could at last win the Grand Tournament.
7.62x54mmR

The **7.62x54mmR** (7.62x54R) is a rifle cartridge used for assault carbines, light machine guns, shotguns, designated marksman rifles and sniper rifles in *Escape from Tarkov*.

## Types

**T Denotes Round is a Tracer**

**~~FM~~ Denotes Round cannot be listed for sale on the flea market**

## Weapons that use it

* Assault carbines
	+ AVT-40
	+ SVT-40
* Light machine guns
	+ PKM
	+ PKP
* Shotguns
	+ MP-18
* Designated marksman rifles
	+ SVDS
* Sniper rifles
	+ Mosin (Infantry)
	+ Mosin (Sniper)
	+ SV-98
Flea FLE-15

## Description

The Flea FLE-15 is a diminutive Mech with good close-in fire power for its size. It moves fast and is very hard to hit, even compared to other lighter ‘mechs. Of course it's armor leaves a lot to be desired. Also it has no jump jets. You'd think a Flea would be able to jump, but apparently not.

## Loadout

20 tons

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

166 internal structure

425 max armor

2 energy

2 ballistic

5 small arms

9 free tons

2 integral targeting baffles providing +1 hit defense each

Medium Laser (x2)

Small Laser(x2)

Machine Gun(x2)

Flamer

240 armor
Itsbur

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

## Description

Itsbur is a frozen world, nearly uninhabitable, and as a consequence the Capellan government had a difficult time recruiting colonists. Terraforming efforts never made it past the early stages, and eventually the colony died out, with insufficient population growth.

## Shops

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Griffin GRF-1S

**Griffin GRF-1S** is a Medium-class 'Mech in *Battletech*.

## Description

The 1S variant of the Griffin trades long range for versatility. Dropping the LRM-10 to an LRM-5, the 1S also trades the PPC for a Large Laser and two Medium Lasers, increasing close-in power. Four additional heat sinks help the 1S manage heat.

## Loadouts

* **Optimized Stock Loadout** - Relocate LRM ammunition elsewhere.
* **Brawler** - 2 x SRM6 w/ 2 tons of ammunition, 4 x Medium Laser, 5 x Jump Jets. Remaining tonnage can be spent on armor, additional heatsinks, or support weapons
* **Fire Support** - 2 x Large Laser or 1 x PPC, and 1 x LRM10 w/ 1 ton of ammunition. Remaining tonnage can be spent on armor, additional heatsinks, or Jump Jets

## Strategy

Click here to add a strategy!

* Griffin 1Ss mount closer-range weaponry than their 1N cousins, allowing them to jump in for closer attacks and then move away to disengage or flank. They're generally better at dealing with heat buildup, too.
Clint

The Clint is a 40-ton medium mech made by Andoran Industries Ltd and is used by the Capellan Confederation Armed Forces. It carries an AC/5 (Armstrong "Buster" class), two Medium lasers, and 4.5 tons of armor. The Clint is limited on ammunition for prolonged combat but makes up for this deficiency with its Sloane Lockover targeting system. It has a deficient Gyro, and can be a technician's nightmare, as it takes much longer to repair then other 'Mechs. The Clint is used mainly by the Saint Ive's Armored Cavalry. It was used in the battles on Teng and when several of them were destroyed, the technology fell into the hands of the Free Worlds League. The Pesht Regulars of House Marik used it only sparingly, because the technicians have trouble finding repair parts for the easily damageable 'Mech. The 'Mech is equipped with a 180 m. jump capability and has a top speed of 97.2 kilometers per hour (kph), and a cruising speed of 64.8 kph.

## Weapons and Ammo

1 Armstrong "Buster" AC/5

2 Martell Medium Lasers

1 ton ammunition (AC/5)

## Varients:

* CLNT-1-2R
* CLNT-2-3U
* CLNT-2-3UL
* CLNT-2-4T
* CLNT-5U
* CLNT-3-3T
Glitch

**Jessica "Glitch" Chernovskaya**  is a mechwarrior in *Battletech*.

## Bio

Jessica Chernovskaya had a peaceful and ordinary middle-class childhood in the heart of the Federated Suns. But even in the heart of civilization, you're not safe from a glitch. It was a garbled bioscan that got Jessica committed to a maximum security prison and changed her life. After ten years, her case was re-opened, the evidence re-examined, and her name cleared, but it was far too late for the kid Glitch had been. She'd learned skills on the inside, and she applied them on the outside. Killing for money is surprisingly easy and lucrative, and elite killers can command high prices for their discretion and effectiveness.
Marauder MAD-3R

The **Marauder MAD-3R** is a 75-ton Heavy 'Mech. One of the more famous mech around, it is the signature 'Mech of The Bounty Hunter.

## Description

Perhaps one of the best-known ‘Mechs in existence the Marauder makes a worthy opponent on the battlefield. It's no slouch at midrange combat but experienced MechWarriors will hang back at longer ranges to let it’s PPCs and AC5 punish targets from afar.

## Loadouts

The MAD-3R is a 75 ton mech that has 24 tons available with full armor or 42 tons with no armor. The Lance Command Mod on its left torso gives a 10% damage reduction against attacks towards your entire lance. In addition the mod also gives a bonus to accuracy on Called Shots.

* The Lance Command Mod does not stack with multiple Marauders in a lance.

## Strategy

Click here to add a strategy!

* This 'Mechs Lance Command Mod literally screams its role as a head-hunter covering a heavily armored meat shield with fire. I removed all MLs and replaced one PPC with a Snub PPC. Why? With prolonged long-range shooting, one PPC still has to be turned off anyway, and at closer range Snub PPC does more damage if someone dares to get close to the 'Mech. I replaced AC/5 with AC/10++ and received total damage output of 210 at a distance of 360 meters, and of 110 damage at an average-long distance of 450 meters. At the same time, a pilot with Called Shot mastery annihilates heads with a 35% hit chance. Such covering fire is essential for any lance with a dedicated meat shield.

In the mid-end game most enemies have Bulwark, use cover extensively and have supporting Marauders/Cyclopsi, denying one-shot kills. There are several loadouts that can sustainably overcome that, though.

0. 2\*AC/10 with 65 and 70 dmg are out. Both must hit on 40% reduction, that's pure gamble. You can use ER ML+/++ as finishers, but the tonnage won't allow for adequate armor values and heatsinks.

Next consider UACs.

1. 2\*UAC/10 & 4\*ER ML++ are doing a bit better. You have 4 shots per salvo and would regularly land one hit from each group in the head. Plausible, but still too hot and too close to the enemy.

2. 3\*UAC/5+ & 4\*ML(++/ER optional) are optimal for the task. With 6 shots per salvo you need to hit twice and follow with 1 hit from the laser barrage, rather easy to pull off. On 20% reduction 2 AC hits or 1 AC & 1 ML++/ER are enough.

3. 3×UAC/2++ are possible for more free tonnage for jumps and armor, but they need ML++/ERs as a backup on 40% reduction and still need to hit 3 times overall on 20%.
Mcevans' Sacrifice

**Mcevans' Sacrifice** is a planet in the Aurigan Reach in *Battletech*.

## Description

No records indicate who McEvans was, or what their sacrifice might have been. The surface of this arctic world is bare of any sign of prior human colonization, aside from the ruins of a single colony DropShip half-buried in ice.

## Shops

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Javelin JVN-10N

*"The Javelin is a close-range support 'Mech with 12 SRM tubes. The Federated Suns sometimes field whole lances of Javelins, but more often you'll see them used as ambushers or to deal finishing strikes to enemies with exposed systems."* - Yang Virtanen

The **Javelin JVN-10N** is a Light-class 'Mech in *Battletech*.

## Description

The JVN-10N is a maneuverable recon 'Mech with two SRM-6s to discourage pursuit. The SRMs give it a strong alpha strike at short range, but the Javelin's light armor means it is better used to support hand-to-hand brawlers than to be one itself.
Larsha

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

## Description

Larsha is a lynchpin of Capellan control over the Rimward portion of the Sian Commonality. Over a billion inhabitants call the pleasant Terran world home, living in four major metropolises, and they're defended by a 'Mech battalion headquartered in the planet's extensive fortifications.

## Shops

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Draconis Combine

**Draconis Combine** (Kurita) is a faction in *Battletech*.

## Background

The Draconis Combine is one of the five Successor States of the Star League, located coreward and spinward of Terra. Ruled by House Kurita, the Combine has always been aggressively expansionist-the head of the Combine was the first of the Council Lords to declare himself the new ruler of the collapsing Star League. Regularly in conflicts along its borders with all its neighbors, the Combine is a highly structured, militaristic society, with rulership in the hands of the Coordinator, the commander-in-chief of the Draconis military. The Combine's culture is heavily influenced by the Japanese roots of the ruling family-despite the minority status of those with Japanese ancestry-as this cultural heritage is imposed from above by the predominantly Japanese ruling class. The current leader of the Combine is Coordinator Takashi Kurita.
Kazu

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

## Description

A barren expanse of sand and rock, Kazu was inhabited as recently as a century ago. The technology used to extract water from the limited subterranean aquifers was destroyed in the ending days of the Second Succession War, and the planet was abandoned to the sand.

## Shops

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Marauder MAD-2R

## Description

The MAD-2R is the Marauder variant that was given to the SLDF's Royal Divisions before the fall of the Star League. Like most Royal units, it is exceedingly rare, and comes equipped with advanced weaponry and components.

## Loadouts

The MAD-2R has 24.63 tons available for weapons and equipment when fully armored, but as much as 42.5 tons can be available depending on how much armor one is willing to shed. As a "LosTech" model it sinks 60 heat on its own rather than the typical 30, which helps since the model is heavily focused on energy weapons (6 energy hardpoints, 1 ballistic hardpoint, zero missile hardpoints, 1 support weapon hardpoint). Up to four heavy jumpjets can be installed, trading up to four tons of space for increased maneuverability.

The mech's Lance Command Mod, a feature shared with other Marauder models, provides it with two unique capabilities. First, incoming damage to *all* mechs in the user's lance is reduced by 10%. Second, called shots by the Marauder receive an accuracy bonus. While the first is a fairly nice benefit, the second can be used to devastating effect. Pilots with high Tactics skills can direct called shots to an enemy mech's head at 33-35% rates (depending on facing), sometimes taking down even an Assault mech with just a single volley.

**ENERGY SNIPER** - Using 2 Large Lasers and 4 Medium Lasers across both arms allow this mech to deal out a total 180 damage with no ammunition constraints. Nearly full armor plus 4 jumpjets allow it to close in for a kill and retreat at short notice, and the remaining space can be taken up by heatsinks. It has rather low damage potential for a Heavy mech, but tactical use of called shots into enemy heads can help overcome this. With an average of 2 out of 6 weapons striking an enemy's head during a called shot, it usually won't take long to bring down even the toughest enemy.

**MIXED SNIPER** - By using a UAC/5 autocannon and 4 Extended Range Medium Lasers, this mech can deal 230 damage with an alpha strike while still retaining jumpjets, decent heat sinking, and nearly full armor. The extra punch behind these weapons allows a typical called shot to do 70-80 damage to a mech's head, enough for a kill on even an Assault mech (assuming no mitigating factors such as cover or bulwark are involved).
Guldra

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

## Description

The ancestral home of House Madeira, Guldra is the most Earth-like planet in the entire Aurigan region, and is a major breadbasket for the area. Massive cities house a total population just over a billion, and exporting food has made Guldra an extremely wealthy, diverse, sophisticated world.

## Shops

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Early Dawn

**Early Dawn** is a planet in the Aurigan Reach in *Battletech*.

## Description

Early Dawn was conquered by the SLDF during the Reunification War. It returned to Magistracy control after the war ended, and is now dedicated to fishing and farming. The home office of Magliss Spirits, the leading producer of wine and brandy in the Periphery, is located here.

## Shops

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Deadeye

**Chris "Deadeye" Winzar**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Chris Winzar's mother cleaned the houses of the rich on Chara III while Chris played in the back streets nearby. Richer children went to private schools, while he struggled to keep his place in a rundown two-room public schoolhouse. And eventually, they went off to lucrative jobs, while he stayed at home to take care of an increasingly ill mother, reading her books. After she died in their leaking apartment, he enlisted the next day. It was the only way off Chara III for him, and the only way he could make sure his future children would have a better childhood than he did.

After basic training, he served a five year tour at Hesperus II, where almost anybody could get cockpit experience in a BattleMech. After his tour was over, he left the LCAF and headed to Solaris VII, hoping, as so many hoped, to do well enough that he could build up a nest egg for a brighter future.

He landed on his feet on Solaris with Lion City Stables. They treated him well, but while his skills were adequate to keep him alive, he didn't have the personality to shine. After several years, his manager advised him to give up on Solaris while he still could. He was advised to head out to the Periphery where he would do well as a mercenary. His manager even provided him with a list of companies to try to join, and a letter of recommendation that spoke highly of his even temperament and marksman skills.