recursal/Fanatic-Fandom huggingface dataset:
Jump jets

**Jump jets** funnel superheated air to propel 'Mechs over obstacles in a controlled manner. Additionally, they may also be used to perform the dreaded 'Death from Above' attack.They come in three different varieties, basic (20 to 55 tons), heavy (60 to 75 tons), and assault (80 to 100 tons).

## Costs

* Basic jump jets cost 30,000 C-bills each, weigh 0.5 ton and require 1 slot.
* Heavy jump jets cost 60,000 C-bills each, weigh 1 tons and require 1 slot.
* Assault jump jets cost 70,000 C-bills each, weigh 2 tons and require 1 slot.
* Heat : jumping generates 1 heat per 6 meters travelled, therefore at least 5 heat per hex (a hex is 30 meters, divided by increments of 6 meters), but the game also calculates distance increased by terrain elevation, such as jumping over an obstacle or uphill. In all cases, jumping generates a minimum of 5 heat (source: file CombatGameConstants.json).
Kurvasa

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

## Description

Colonized during the Second Exodus, Kurvasa accepted refugees from across Capellan space. Its canyon-cities are sprawling and riotous with different cultures and traditions, and farming on the fertile mud-flats supports all 700 million residents.

## Shops

Max specials
6
Buckshot

**Page "Buckshot" Alarcon**  is a Ronin mechwarrior in *Battletech*.

## Bio

Page Alarcon was born on Ryans Fate, and feels that fully describes them. But just in case you're unfamiliar with Ryans Fate (lucky you!) they're willing to elaborate. They were one of many children of an industrial 'Mech pilot and her technician, on a hot, desolate wasteland only valuable for the poison it harbors under the surface.

Page grew up constantly aware of the omnipresence of doom. It was unavoidable, but out of familial respect, Page made at least a token effort and thus made it to adulthood. Then, having already lost two siblings to the mines of Ryans Fate, they carefully weighed the risks and decided that, out of familial respect, piloting a mercenary BattleMech would be safer than staying at home.

## Strategy

Click here to add a strategy!

Buckshot is well on their way to being a great pilot. Unfortunately, the lack of Coolant Vent means you will have to work your way through a few missions to unlock their full potential. Like Sumo, this is a mechwarrior you want in the thick of the fray, armed to the teeth. Pair Buckshot with durable mechs like an armored-up Shadowhawk or Thunderbolt for decisive performance at the tip of the lance.
Merdal

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

## Description

Merdal is covered in a deep sea of dense, fragile vegetation. 'Solid' ground only exists on a few lifeless stone mesas. Anything that burns through the vegetation is swiftly entangled in rapidly vining blooms eager for the open space.

## Shops

Max specials
5
Borden

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

## Description

Once Borden had vast lakes but now those lakes are dry, with salt beaches. But the land, when watered, is still fertile and the planet supports a specialized black market and a sizable mining community that harvests salt, diamond and corundum.

## Shops

Max specials
6
Battletech Wiki/Section 2

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
Ariamaki

**Ariamaki "Ariamaki" Risenki**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Risenki Ariamaki was born on a merchant ship in the Outworld Alliance, to an extended family of tinkers and traders that spent far more time traveling between systems than planet-side. He grew up learning almost all of the trades associated with spacefaring merchants, but was far better working with his hands than bartering with customers.

For many years, he felt he had nothing to complain of as one of the younger members of a very large family. However, as the oldest generation began passing away, Risenki found himself being drawn into the more complicated squabbles of the new generation of leaders. He hadn't minded obeying the dictates of his grandparents and great-aunts. But his aunts and uncles would hand him responsibility and then countermand his instructions to his juniors, then berate him when things didn't turn out as they wished. This was simply not t the life he wished to lead.

So, after much thought, he struck out on his own. He had some trouble finding work outside of the connections of his family, and at last washed up on Solaris VII. Here, he found there was always work in one of the gladiatorial stables. When they put him in a BattleMech, he further found they were far easier to pilot that he'd expected. However, he was not of a warrior mindset, and as soon as his contract with his stable was completed, they let him go.

He returned to wandering. However, he now had skills that were always in demand among the mercenary companies of the Periphery. While he could not shine in gladiatorial combat, he enjoys working as part of a mercenary lance. He gets instructions, and he works with his 'Mech to accomplish his task, and all is well. Well, for him. Not so much for those he steps on.
Arclight

**Nicolette "Arclight" McKinney**  is a Ronin mechwarrior in *Battletech*.

## Bio

Nicolette McKinney was born on Tyrlon 6, the middle child of middle-class parents. She was a quiet, undemanding child in a large and noisy family, and spent most of her time reading books. When she was a teenager, she made more friends, started career training, had a romantic relationship\u2026 and somehow, without anybody really noticing, Fell In With A Bad Crowd.

It wasn't her, not really. It was her lover, who, while a wonderful person, just couldn't seem to avoid getting in over their head with some really questionable people. And, over and over again, it was up to Nicolette to get them out of trouble. Eventually, those questionable people started paying Nicollette for her work, and she was lying every holiday to her family about what she did for a living, and she told herself every job was the last one. But every time she thought she'd escaped, her old friend would come back to her again.

One day, after providing recon support on a sabotage mission, she realized just how far her employers had stretched. The ruling house of the Aurigan Coalition fell, and she, Nicollete McKinney was, just a tiny bit, culpable.

That was the push she needed. She said farewell to her family, wrote a painfully long letter to her old lover, and talked her way onto the first mercenary ship she found leaving the system. She's been fighting ever since, and hoping like hell that nobody from her past life ever tracks her down.

## Strategy

Click here to add a strategy!

Arclight's stat profile suggests use as a long range scout. As her employer, it's up to you whether to first boost her meager gunnery and guts, or invest in Piloting 7 for the crucial 20% boost in sprint speed. Keeping her evasion up throughout missions will prove helpful for long-term survival. Consider using harassment tactics in a Vindicator, Blackjack, or Jenner.
Dainmar Majoris

**Dainmar Majoris** is a planet in the Aurigan Reach in *Battletech*.

## Description

This frozen world is made habitable by the constant geothermal activity that convulses its surface. This also makes it a source of highly valuable radioactive ores, and the Magistracy keeps a garrison on the planet to protect its interests there.

## Shops

Max specials
4
Fire Javelin JVN-10F

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

## Description

The JVN-10F is armed with four Medium Lasers. It's a functional scouting 'mech, but shines as mobile reinforcement unit because it can provide sustained fire without ammo limitations.

## Loadouts

* Ranged Harasser: Strip out two Medium Lasers, two Heat Sinks and one ton of armor, replacing them with a Large Laser. In this configuration it still sinks 12 points less heat than an alpha strike, but sinks equal to "average" jump heat plus the Large Laser only. Use this by dancing around behind your other mechs taking pot shots with the large, while looking for safe opportunities to run in and deliver a 90 point mule kick.

## Strategy

* The Javelin 10F is quite similar in function to the Jenner, but has slightly more available tonnage and 2 support hardpoints, at the expense of movement speed and the lone missile hardpoint.
Hellespont

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

## Description

Despite its location far from the Inner Sphere, Hellespont is a rich, high-tech manufacturing world. The headquarters of the \*

 ComStar Explorer Corps (Rimward) is located on the planet, and the infrastructure necessary for \*

 ComStar's operations has led to prosperity and investment.

## Shops

Max specials
9
Free Worlds League

**Free Worlds League** (Marik) is a faction in *Battletech*.

## Background

The Free Worlds League is one of the five Successor States of the Star League, located rimward and anti-spinward of Terra. Ruled by House Marik, the League was, with the Capellan Confederation, one of the original signatories of the treaties that would eventually form the Star League. After the fall of the Star League, the Free Worlds League granted broad control over its economy and government to the commander of its military, the Captain-General. The League is known for being a powerful mercantile state, but the Succession Wars have nearly destroyed its economy. The current ruler of the League is Captain-General Janos Marik.
Kraken

**Tane "Kraken" Bennett**  is a Ronin mechwarrior in *Battletech*.

## Bio

Tane Bennett was born on the archipelago of Zangul, on one of the roving fleets that served as fishing villages for the planet's solitary starport city. He spent most of his childhood barefoot, learning to climb and jump and instinctively calculate odd angles. When he was nearly grown, he was 'banished' to the starport for complaining too much about fishing. There, he saw his first BattleMech and was thoroughly unimpressed by how big and awkward they were.

In the starport, his unique skills earned him unusual attention, and soon he was recruited by a mercenary company for a very particular form of covert operations. However, they neglected to properly indoctrinate him before unleashing him, and when the moment came for him to complete a particularly dishonorable assassination, he froze, fumbled, and fled.

That was years ago. He never returned to his original mercenary company, but there are plenty of others. While he initially disliked BattleMechs, he now finds solace in piloting one. It's a way of earning his keep that only reveals a face still on Wanted: dispatches to his mercenary teammates.

## Strategy

With no Bulwark and middling Guts, releasing the Kraken must be done with some care. It's up to you whether to immediately go for Master Tactician, or wait it out for Breaching Shot, with the latter strategy being more damage-efficient overall. Kraken wouldn't be a bad choice for a LRM-specialist, especially with a rangefinder upgrade. Such mechs as a refitted Jagermech A, Trebuchet, or Catapult would be suited to this task.
Aea

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

## Description

Aea is a wet, lush, tropical world with an atmosphere dense with foul-smelling sulfurous volcanic outgassing. \*

 ComStar maintains an HPG facility on the planet; support of that facility is the only reason the system still boasts colonists.

## Shops

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Ice Trey

**Shinsei "IceTrey" Ohbayashi**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Shinsei Ohbayashi was born to a middle-class family in the Federated Suns, under the name Michael Woods. He grew up loyal to House Davion, as every child did. He even attended the Robinson Battle Academy, where his loyalty to House Davion was complemented by indoctrination with the hatred for the Draconis Combine so common in Robinson graduates.

But Michael Woods never graduated from Robinson Battle Academy. During a live fire exercise one bleak night, something unspeakable happened. He was cut off, abandoned, and 'Michael Woods' never emerged from those dark woods. Shinsei Ohbayashi did instead. In one bloody instant, everything he'd been taught his entire life inverted. It was the Draconis Combine that understood the right way of living, the correct approach to battle. The evil of the Federated Suns could not be overstated.

At first, he made an effort to rescue his loved ones from the same blindness he'd been victim of. But after they rejected him rather than listen, he left the Federated Suns, fleeing before they could hunt him down. Now, he considers himself a loyal servant of House Kurita, and hopes via service to the Draconis Combine to become worthy of a place in their ranks. Meanwhile, he keeps his skills -and his hatred-sharp by working as a mercenary out in the Periphery, for whoever will hire him.
Capture the Argo

**Capture the Argo** is a storyline mission in *Battletech*.

## Synopsis

A self-appointed bandit queen has taken possession of the *Argo*, a derelict DropShip and relic of the Star League era. We believe that it belongs in more suitable hands, namely, ours. You will drop on Axylus, shut down the pirates' antiaircraft capabilities, and hold out while our engineers bring the *Argo* back to life.

## Walkthrough

* Welcome to the moon. The environment is hostile and your heat sink capacity will take a -35% hit. The pirates start in a dormant mode, but as soon as you come into range, the pirate queen (Grim Sybil, formerly of Tortuga) will start waking them up and send a stream of vehicles your way on top of the two light laser turrets securing the perimeter.
* Your immediate concern are the radar towers that control the AA guns in the base. The alpha tower is exposed, but bravo requires a little bit of maneuvering, jump jets, or a generous dose of LRMs. The same goes for the turret generators, which need to be taken out unless you like fighting under a constant rain of enemy LRMs.
* Your first wave of pirate vehicles consists of a Bulldog, two Strikers, two Scorpions. After wiping them out, you can take down the radar towers at your leisure and proceed to the wreck of the Argo. Once you do, the *Leopard* will swoop in and deposit Magistracy engineers and marines under the command of Dr Farah Murad, who will clear the ship of pirates and take it into space (hopefully).
* Once you secure the ship, the enemy will counterattack with seven units - all of which need to go. The wave consists of a Commando COM-2D, a Jenner JR7-D, a Locust LCT-1S, and two vehicles: A Scorpion and a Galleon. All of their forces are in a state of advanced disrepair, with the Commando perhaps the best maintained mech.
* Once you wipe out half the enemy reinforcements, Murad will give a status report: The fighting has intensified and she lost half her engineers, but she will press on. Once the enemy pirates are down, Grim Sybil will make an appearance in a Quickdraw QKD-4G (four medium lasers, an LRM10, and an SRM4) with her wingman in a Shadow Hawk SHD-2D (loaded with an AC/5, an LRM5, SRM2, and a medium laser). Since both are damaged, you can focus fire on her Quickdraw (center torso with low Tactics) and wipe her out in the first turn of her appearance.
* Once she's junked, board the derelict. After taking salvage and C-Bills, you will be treated to a cutscene and meet the heiress again.

## Special rewards

* Once this mission is complete, you will also receive a potential total of 24 salvage, a free Centurion CN9-A (without armor or equipment) and access to more star systems (all except for the major powers', to avoid making it seem like you're cutting and running).
Bullet Trap

**Josh "BulletTrap" Durand**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Josh Durand started life in a rural town attached to a Federated Suns military base, the son of an enlisted man who'd mustered out early to settle down and raise a family. Josh was something of a problem child for his teachers, although he loved spending time with his family. While he achieved an adequate technical education, his heart was elsewhere, and he spent hours watching maneuvers at the military base.

As soon as he was eligible, he enlisted. While school discipline had riled him, military discipline suited him. He immediately started on a Special Forces track as a communications officer, before eventually transitioning to ops and intelligence work.

Then, as the needs of the military shifted, he underwent training to pilot BattleMechs. He served as a 'Mech pilot for the Federated Suns for five years, picking up the callsign 'Bullet Trap' for his preference for the front lines. The end of the Third Succession War saw him mustered out with all honors. While he welcomed a more peaceful era for his people and his family, he knew he could never adapt to such a life, so he headed to the Periphery to continue the work he enjoyed as a mercenary.
Balawat

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

## Description

Long ago, frozen Balawat was struck by a meteor that dug a hole deep in the planet's crust, letting shine its inner light. Now, only in this giant crater, life thrives, including a single large Magistracy port initially established as an art colony and since maintained by the mining industry.

## Shops

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4
Bronzite

**Astraeus "Bronzite" Veisi**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Coming from a sleepy agricultural world of no strategic value in the Free Worlds League, Astraeus Veisi was the first member of his family for 75 years to express any interest in getting off-planet. Astraeus decided young, staring up at the sky, that he was going to the stars. It wasn't so much that life was hard on the farm, but that nothing he did there would ever really matter.

```
When he was old enough, he enrolled in a local tech school, specializing in military equipment, because maintaining tractors and maintaining tanks wasn't that different. 'Mechs were more challenging, but the principles were the same, and repairing 'Mechs was his ticket off the farm.

```

He signed on with a small mercenary company as a tech, but took advantage of the informal setting and his personal relationship with the commander to get some cockpit time. When one too many of the regular pilots was benched, he had his opportunity to show what he could do as a pilot.

Once the status quo returned, he knew he couldn't return to being just a MechTech. He said a fond farewell to the company that had lifted him to the stars and set out on a career as a freelance agent. He drifted from temporary company to temporary company, looking for someplace where he'd fit as well as he did in his first company—and still be able to pilot a 'Mech of his own.
Liberate Tyrlon

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

## Synopsis

This is it – the Directorate's last stronghold on the way to Coromodir. The restoration is going to liberate this system and set House Parata free. Lady Arano has an invasion fleet en route to take the spaceport in a surprise attack, but the shipyard's gun batteries are going to be a problem. You need to take them off-line before the ships arrive. In seizing Tyrlon, you deprive the Directorate of its primary shipyards and most of its dropship fleet, effectively crippling them.

## Walkthrough

* This is a timed strike mission, with the opposition consisting of vehicles and a variety of mechs. Bring a lance with good speed and firepower, since you have to destroy 3 power generators scattered around the map within 17 rounds in total.
* OpFor consists of various turrets, a Quickdraw*,* Jenner*,* two Strikers, and two Spiders. As soon as two of the marked Spiders are destroyed, a Dropship will bring in reinforcements consisting of a Spider, Vindicator, Trebuchet, and JagerMech.
* Destroying the generators also destroys the turrets in their vicinity.
* Enemy artillery will be used against you. Destroy 3 marked Spider 'Mechs to silence the bombardment (these are special prototypes created by the Directorate as artillery observers).

## Outcome

* The taking of Tyrlon is a decisive turn in the battle for the Reach, as the Directorate suddenly loses both its dropship fleet and shipyards. In recognition of this fact - and proof of Espinosa's involvement in the Perdition Massacre - Lady Arano is contacted by Elena Marisol-Chaplin, personal attache to Protector Thomas Calderon. The Ministry of Intelligence has verified that the recording provided is genuine - as a result, the Taurians officially break ties with the Directorate, negotiate a de-escalation of force with the Federated Suns, and withdraw all of their fleets.
* Lady Arano decides to prepare for the final push on Coromodir, to take down Director Espinosa and send a message to the people of the Aurigan Reach: The Arano Restoration is victorious.
Banshee BNC-3M

**Banshee BNC-3M** is a Assault-class 'Mech in *Battletech*.

## Description

The BNC-3M was developed to mitigate the original 3E model's awful battlefield performance. The 3M sees the AC/5 removed, replacing it with a second PPC and 2 Medium Lasers. The result is more firepower, at the cost of increased heat.

## Loadouts

* Filling the actual role of Scout in a 'Steiner Scout Lance', try stripping out the ML's in favor of some flamers. It's got the same mobility as a Panther, with twice the punch, and one heck of a lot more armor. Up close, it can also act as a Firestarter, with the second highest melee damage of any mech (behind the Atlas) and the flamers to cause opponents to overheat or even shut down. Or just ditch the flamers in favor of more armor and make it a more mobile and more heavily armored Marauder.
* The ideal mech' for a dedicated DFA/Melee powerhouse. It can mount 4 jump jets and 5 flamers, Small Lasers or machine guns (6 if you don't mind giving up the cockpit mod or Comms), has very heavy armor and fast on its feet as well for an assault mech'. Put a "Brawler" Mechwarrior into this machine and max out its armor and either Leg mods (- self damage) or arm mods (+ melee/stability damage) and use this guy to protect your other close range Juggernauts like King Crab/Victor/Battlemaster etc.
* Loading up with six machine guns and as many stability damage-increasing arm mods as possible gives you a mech that's incredibly good at knocking other mechs down and that is nearly guaranteed to hit the head at least once per called shot; with these factors together, you can semi-reliably simply kill pilots and their mechs will remain intact for the salvaging.
* The 95 ton BNC-3M has 14.81 tons available if utilizing full armor.

## Strategy

Click here to add a strategy!

* The Banshee 3M mounts respectable weaponry with better-than-average speed and armor. This comes at the cost of very poor heat management. It's good at hunting lighter units, especially if it can close to Melee range.
Griffin GRF-1N

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

## Description

Few 'Mechs can match the ubiquity of the Griffin 1N. Combining high mobility, Jump Jets, and long range, the 1N is a near-perfect medium fire support 'Mech. With a single PPC and LRM-10 rack, the 1N can mete out punishment over a very long range.

## Loadouts

* **Fire Support/Optimized Stock Loadout** - Relocate LRM ammunition elsewhere
* **Generalist** - Swap out the LRM/10 in favor of 2x SRM/4's for better firepower in close quarters. This gives your Griffin something to use when it gets cornered, and can contribute to stability damage. The final extra ton can be spent on a heat sink to keep the PPC's heat under control while jumping, or on additional armor if desired.
* **Mobile Missile Platform** - Swap out the PPC for an LRM/15, giving it a salvo density almost equal to a Trebuchet or Catapult.
* **SRM Brawler** - The 1N variant can carry 3 x SRM6 w/ 2 tons of ammunition and full Jump Jets, with enough remaining tonnage to maximize front armor. This firepower, combined with the mobility offered by 5 Jump Jets allow the 1N to be a decent-to-good Medium-class brawler.

## Strategy

* The Hard-Point locations does make it significantly easier than normal to disarm, so be mindful of damage received in each weapon location.
* You can gain an unlimited supply of them at Panzyr, after finishing Liberate Panzyr. Even though you *can*, buying mechs from stock is still both expensive and poor value, and by this point of the game you probably have a bunch of Medium mechs on your roster anyway. But still, the option's there.
El Duce

**Adam "ElDuce" Doochin**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Adam Doochin has only a few fragmented memories of a glittering childhood spent in a Lyran Commonwealth palace, all overshadowed by a nightmarish memory of the night his family fell. He was rescued from his nursery by a roguish '\*old friend' of his mother's, who fled with him to the Periphery.

His new guardian, while committed to keeping him alive, wasn't above teaching him how to pick pockets and con the gullible. As he got older, they moved into smuggling operations, working as a team until one job went horribly wrong and his guardian sacrificed himself to cover Adam's escape.

Alone for the first time in his life, Adam drifted away from the criminal lifestyle, wandering the Periphery and re-evaluating his life from an adult's perspective. Almost accidentally, he was pulled into a criminal investigation where his childhood skills could be used for the good of others, an opportunity he welcomed.

Soon he was doing regular work as an investigator. It kept food in his mouth and a roof over his head, but after a few years in one location, restlessness once again threatened his security. When he found himself working with a MechWarrior on a case, and invited afterward to join their mercenary company as a rookie pilot, he jumped at the chance.

## Strategy

Click here to add a strategy!

\*Define "old friend"
Kimi

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

## Description

The presence of two habitable worlds in this system, one arctic and one tropical, make it a rarity. Both are ruled by a theocracy, the New Salvationist Order, that preserves the ruins of SLDF bases in-system as religious shrines.

Kimi's land consists of two biomes each belonging to a single planet. Both were previously used as star league outposts which were subsequently abandoned over the course of the second millennia. Each world contains different peoples with similar culture due to the previous connection between both planets.

## Shops

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The player is able to purchase various pieces of Star League tech such as double heat sinks. These shops are run by various non-primitives.

## Interactions

Kimi and it's planets are governed by a primitive, technology worshiping cult. One could compare Kimi and it's inhabits to pre-spaceflight civilisation.

Before the 3000s, Kimi was ruled by a faction, house, and corporation, but as of the new millennia, Kimi has been relieved of any controlling party due to the apparent uselessness of the planet. Post-control, Kimi became a theocracy worshiping new founded shrines that were once star league era bases. Inside contained pre succession war tech that the former controllers overlooked. Later Insurgent leaders raided most of the in system ISDS facilities.

From post control to now, Kimi remains a theocracy that worships historic ruins and technology. It has never been touched by any outside party.
GV

**Griffin "GV" Voyls**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

The son of a Free Worlds League blue collar family with ambitions, Griffin Voyls was an easy-going child who nonetheless always knew his own mind. Although his family encouraged him to enlist or attend a military academy, he chose to go to a technical school because he was pretty sure the discipline of a military enlistment wouldn't suit him.

However, in his last year of school, the military made a serious attempt to recruit him, promising him a position to suit his tastes. He decided to give it a try and accepted a position as a crew member on a military DropShip. Unfortunately, while the discipline and work suited his tastes, DropShip life turned out to be far too close to the front lines for his low-key personality.

He returned to civilian work, doing technical work on industrial 'Mechs. But the war found him again. As he looked at the battlefield his work site had turned into, he realized the only way to manage in the world now was to stay moving, and his preferred way to do that was in a mercenary company. If sometimes he serves as a pilot, well, at least there's a whole lotta metal between him and the enemies trying to kill him.
Awesome AWS-8T

**Awesome AWS-8T** is a Assault-class 'Mech in *Battletech*.

## Description

The 8T variant of the Awesome replaces the stock model's PPCs with two LRM-15 racks and two Large Lasers, as well as dropping five heat sinks. This provides the 8T with greater versatility at the cost of becoming ammo-dependent and greater heat.

## Loadouts

* Dump a LL to upgrade the LRM's to 20's if you haven't put together a Catapult or Stalker yet. Better yet, dump both LL's in favor of upgrading LRM's to 20's, adding a couple of Medium Lasers, and a second ton of ammo per missile system so you won't shoot yourself dry, especially in extended missions.

## Strategy

Click here to add a strategy!

* One flaw this model Awesome has is the fact the majority of the ammunition is stored in the center torso. If you can find a way to detonate it (either by exposing the structure or getting a critical hit with a gauss rifle), you can instantly disable the mech', depriving the enemy of a major resource in battle.
Cyclops CP-10-Q

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

## Description

Cyclops 10-Qs are strong support units. Lacking the close-in weapons and command suite of the 10-Z variant, this model instead capitalizes on a longer range weapon configuration and added armor. The protection and expanded missile racks make the 10-Q a significant threat at range in the right hands.

## Loadouts

The Cyclops has low usable tonnage for an assault 'mech (second-worst to the Banshee variants) which greatly limits loadout options. As a consolation, it has a high movespeed for an Assault 'mech.

* **SRM Brawler** - The Cyclops 10-Q's whopping 7 missile hard points is its most defining asset. Given the low usable tonnage, the most efficient use would be to mount 7 x SRM4 w/ 3 tons of ammunition. This gives it a total of 28 missiles in a single alpha strike, which is a decent amount of damage. With its relatively fast movement speed, this allows the Cyclops to be a respectable Assault-class brawler. The remaining tonnage is used to max armor, or to add 3 x Jump Jets for even more maneuverability.

The 90 ton CP-10-Q has 19.38 tons available if utilizing full armor.
Camadeirre

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

## Description

The Camadeirre system is choked with asteroids and dominated by three Jovian gas giants; inhabitants live on a terraformed moon. A raid by the SLDF on Camadeirre is commonly thought to have been the spark that started the New Vandenberg Uprising.

## Shops

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Calseraigne

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

## Description

A mining and industrial world of more strategic than economic value, Calseraigne was seized from the Capellans during the Third Succession War by the Free Worlds League. The inhabitants chafe under \*

 Free Worlds League rule, and unrest and minor sabotage is common.

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Enforcer ENF-4R

**Enforcer ENF-4R** is a Medium-class 'Mech in *Battletech*.

## Description

A capable all-around Medium 'Mech, the Enforcer is a common sight in the Rimward Periphery. Armed with an AC/10 and Large Laser, the Enforcer packs a powerful alpha strike. Its Jump Jets and decent armor allow it to threaten from close or long range.

## Loadouts

* **Optimized Stock Loadout** - The lone Small Laser does not contribute to the Enforcer's stock role as a Fire-Support mech. Dropping the Small Laser for additional armor is an easy refit that will take 0 days in the 'mech lab. The rear armor in particular is quite weak and increasing it should be a priority; unless you equip your Enforcer as a sniper and keep it at long range where it's unlikely to be flanked.
* **Generalist** - Replace the Large Laser with a few Medium Lasers for better mid-to-close range firepower. In addition, replacing the AC/10 with an AC/5 saves 5 tons for a loss of only 15 damage. If you're using a Blackjack with the popular loadout of a single AC/5 replacing the AC/2's, this 'Mech and setup can replace it completely; the Enforcer has the same speed, slightly more health and armor, and a chunk of extra tonnage to use on armor or heatsinks. As a bonus, it has 3 arm-mounted energy hardpoints to the Blackjack's 2, and a fifth such hardpoint to boot.
* **AC/20 Skirmisher** - A Hunchback-like loadout of an AC/20, 3 tons ammo and 2 ML plus 3 jumpjets makes for a good sneak-attacker. It'll need a few extra heatsinks, as well as alternating cannon, lasers and jumping to manage the heat, but an alpha-strike is fully capable of blowing off limbs, especially with a +dmg autocannon. Between the Hunchback, the Centurion, and the Enforcer this 'Mech comes out arguably the best for this build; as the Enforcer is the only one that can mount all weapons on the arms for the accuracy bonus it provides (though the Centurion's AC/20 is still arm-mounted and it can use its completely empty left side as a shield).

## Strategy

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* Enforcer 4R models combine the hefty power of an Autocannon and massive Laser with the mobility of Jump Jets - a deadly combination. Able to engage at medium-long all the way to point-blank range, these 'Mechs are flexible and surprising in combat.
M4J35T1C

**Matthew "M4J35T1C" Osis**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Growing up on a Periphery planet repeatedly ransacked during the latter stages of the Third Succession War, Matthew Osis acquired an unusual taste for violence. He was adopted from the ruins of his home by the commander of passing mercenary company. Seeing unusual potential in the boy, his proclivities were encouraged and indulged by his protector, right up until there was a mutiny and fourteen year old Matthew was abandoned once again.

He spent two years working his way across the Periphery, keeping his tendency toward violence in check until he finally arrived at Solaris VII -the destination his mentor had been aiming him toward all along. There he found one of the least respected gladiatorial stables and promised them that if they put him in a 'Mech, he'd take them to the top. Such was the force of his personality that they did. He kept his word.

While he wasn't as showy as some of the champions, and he didn't have crowd-pleasing manners, excellence has its own charm, and savagery creates its own reputation. For fifteen years, he dominated one-on-one arenas, until eventually his stable had trouble finding opponents for him to fight. As part of a long-term strategy to set up an explosive comeback fight, Matthew's manager convinced him to take an extended sabbatical from the ring. Now, unable to relax unless he's fought something recently, Matthew is working as a mercenary in the Periphery. If baring his teeth counts as a smile, he smiles every time somebody recognizes his name.
Eck

**Chris "Eck" Eck**  is a Ronin Vanguard mechwarrior in *Battletech*.

## Bio

Born to engineers on Victoria in the Capellan Confederation, Chris Eck was marked early as a particularly gifted child. Matching early performance was rewarded with the patronage required for him to attend the Sian Center for Martial Disciplines. He graduated in the top fifth percentile and was immediately recommended for the Sian University Officer Candidate Program.

After he passed the strenuous final examination process, he was assigned to a BattleMech unit in a lieutenant position. He served in that position for several years, but when he was due for promotion, he was instead invited back to the SCMD for advanced courses in the specialized field of BattleMech covert operations. After some time engaged in \"boring activities nobody would want to hear about\ he was sent to Solaris VII for the traditional MechWarrior background cleansing. There, he made an unexpected splash by going undefeated in his first tournament, despite joining late and without the backing of a stable.

Now in the Periphery, he tells his story easily over a couple of beers, with every indication of perfect honesty. When awed rookies ask how he ended up working out in the Periphery as a mercenary, his only answer is, \"I could tell you, but then I'd have to kill you.\" He isn't lying.

## Other Notes

Eck (the real world version) became a fan of the BattleTech franchise after playing his first table-top game in 1989. Since then, he's played nearly every incarnation of the game including RPG's, card games, consoles, PC games, and even played realtime, text-based BattleTech MUSE/MUX's. When the new BattleTech was announced Eck backed at the level to secure a backer pilot. He applied for the tools developer position at Harebrained Schemes and moved his family from Tennessee to Washington near the beginning of the project. During his employment there, internal tournaments were held to test out the combat game and put multiplayer through its paces. Eck remained undefeated and an achievement was named after him: "Eck's Gon' Give It To Ya" - a viral achievement where you have to play someone with this achievement, or play Eck himself. He frequently signs posts that describe this brief history of going from fan to backer to employee with #livingthedream.
Carthage

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

## Description

Carthage is so far out in the distant Periphery, and so isolated, that despite its pleasant climate it remains only lightly settled by eccentrics, adventurers, and criminals. Its single spaceport is little more than a concrete pad with a few service buildings.

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Jenner JR7-D

**Jenner JR7-D** is a Light-class 'Mech in *Battletech*.

## Description

The Jenner D is both a scout and a fast harasser. While almost as quick as the Spider and Locust, the Jenner is much more heavily armed, with four Medium Lasers and an SRM-4 rack. The JR7-D also sports top-of-the-line Jump Jets for added mobility.

## Loadouts

* The Jenner has a limited loadout (circa six tons) after you max its armor, so you need to specialize: Either full laser or two SRM6 racks, giving it plenty of punch for its weight.
* Alternately, take the stock JR7-D, and swap out two medium lasers for a second SRM-4. The one ton of ammo should be sufficient for both SRM launchers in most scenarios you might field a Jenner in. This gives you a bit more heat efficiency and more stability damage, while still having a couple of ML's for single-location punch.

## Strategy

* Yang's Thoughts: Jenner Ds run hot, and they run fast but can quickly bound into combat to deliver a knockout punch, even against heavier units. Their capability with speed and weaponry tends to come at the expense of lower armor capacity, though.
	+ As a result of this, Jenners can make for very effective hammers to heavier units' anvils, able to rush in, deliver a huge amount of damage very quickly, and then evacuate to a safer location. Train their pilots correctly to allow for a double salvo before you need to start considering escape, and the stock Jenner can remain a relevant mech all the way until you start fielding assault mechs.
* With a pilot that's got Sure Footing and Bulwark, it's very possible to achieve as many as 7 stacks of Evasion in a sprint and nearly as many with a jump or normal move. Though the Jenner is a light 'Mech, a sufficiently positioned and deployed Jenner can scout the enemies consistently and soak up a surprising amount of shots, by means of most hits failing to connect. Naturally, this strategy depends on staying out of melee range.
Enkra

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

## Description

Enkra was once a mining world, shipping raw materials to nearby Brinton. Over-mining and the Succession Wars made it no longer a viable industry, but the planet has seen a rebirth as an agricultural world outside of the badly-polluted industrial zones.

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Mangzhangdian

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

## Description

Mangzhangdian has a long year with high annual variance of climate—very hot summers and cold winters. Thanks to these extremes, the original Capellan colonial structures have long since collapsed into ruin, leaving a marginal pastoral world.

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Highlander HGN-733

**Highlander HGN-733** is a Assault-class 'Mech in *Battletech*.

## Description

The Highlander 733 is one of the few Assault 'Mechs to carry Jump Jets. A mixture of medium and long range weaponry ensures that while the Highlander excels at no particular role, it is decent at all of them.

## Loadouts

* The stock configuration carries too much missile ammunition. Removing a ton each of SRM and LRM ammo will leave you with 16 and 12 salvos respectively, more than enough for an extended mission.
* This frame has four missile hardpoints, so make use of them! Some of the better SRM units can outdamage medium lasers, for less heat.
* While intended for fighting at long range, the ability to jump makes the Highlander great for dancing around slow assault mechs in a melee. Fitting it with an AC20 instead of the AC10 can make it even more dangerous. For this purpose it would be wise to lose the medium lasers and add more SRMs in their place, since jumping around firing off your cannon will produce a lot of heat. Downgrading the LRM20 to an LRM15 (and possibly making do with less ammunition) can give you extra room.
* If you find the SRM to be dubiously useful, they can be removed for additional armor.
* As an alternative build for the decadently rich, the Highlander can also serve as a top notch Missile Boat, able to mount no less than 3 LRM-20s with plentiful ammunition as well as near maximum armor.
	+ **Note:** 4 x LRM15 + 1 Heat Sink weighs less than 3 x LRM20, and would have less net generated heat, for the same number of Missiles fired. Although, finding 4 LRM15+/++/+++ may be harder than finding 3 LRM20+/++/+++. Mileage may vary depending on luck with salvage or shops.

## Strategy

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* The Highlander 733 is one of the few jump-capable assault 'Mechs. A mixture of medium- and long-range weaponry ensures that while the Highlander excels at no particular role, it is decent at all of them.
* The Highlander is famous in-universe for the "Highlander Burial", which involves pilots jumping their ninety-ton mech onto the enemy and actually driving lighter mechs down into the earth with their sheer mass. Performing this move at least once will earn you an Achievement, but it can also be a full-on build; get the best DFA self-damage reduction parts you can find and build your Highlander for close quarters fighting, so that anything that somehow survives getting jumped on is now point blank for your weapons.
Banshee BNC-3S

**Banshee BNC-3S** is a Assault-class 'Mech in *Battletech*.

## Description

The BNC-3S sacrifices its trademark speed for a large expansion in firepower. The 3S fills the role of a well-armored sniper, sporting two PPCs and an AC/10 while still being capable of inflicting heavy melee damage

## Loadouts

* The default loadout includes, in addition to the items in the description, an SRM6, two small lasers, and four medium lasers. It also mounts a whopping 11 heatsinks.
* This -3S variant drops the Banshee's speed to the same as the rest of the slow Assaults. With the weight freed up by the smaller engine, it now compares very closely to the Atlas, with very similar payload (63 free tons to the Atlas' 65) and the same speed. The biggest difference is the hardpoints and placement: this Banshee has 1 Ballistic, 6 Energy, 1 Missile, 2 Support; compared to the Atlas' 2/4/2/2 (and the Banshee-3S has only a single Support hardpoint in the Center Torso, freeing up room for an upgraded Gyro). With Energy weapons being lighter in general and its high free tonnage, this Banshee can reasonably fill all of these hardpoints to put out *monstrous* damage.
* The 95 ton BNC-3S has 40.13 tons available if utilizing full armor.

## Strategy

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* The Banshee 3S mounts an incredible amount of weaponry, but if everything is fired at once heat management is horrendous. On a planet with no impact on heatsinking and a pilot with max guts, firing its full complement (minus small lasers) is enough to nearly max its heat in one salvo.
Fagerholm

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

## Description

Fagerholm is a dry world with large canyon systems that are the result of millions of years of erosion from the rivers that once crossed its surface. Originally a Capellan colony, it was lost to the Free Worlds League in the aftermath of the First Succession War.

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Mandalas

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

## Description

Founded by religious separatists from Herotitus, Mandalas is a marginal agricultural world that relies on manual labor as much as industrial farming techniques. As resources dwindle, civil unrest and religious sectarianism are creating social turmoil.

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