Battletech - Recognition Guide - ilClan, Vol 2.pdf

(5439 KB) Pobierz
REC OG NI TI ON G U I DE : ILCLAN
VOLUME 02
STAR
LEAGUE
SUCCESSION
WARS
CLAN
INVASION
CIVIL WAR
JIHAD
DARK AGE
ILCLAN
C A T A LY S T G A M E L A B S
INTRODUCTION
RECOGNITION GUIDE: ILCLAN VOL. 02
sa
F
actor
,
3
Words which once seemed impossible now seem inevitable: the ilClan is nigh.
The turbulence of the last two decades has brought several of our fellow Clans to Terra’s doorstep, to say nothing of the Inner Sphere powers which gaze upon humanity’s
birthplace with hungry eyes. But we know our people, we know their aggression. One of them will move to take Terra first and claim the mantle of ilClan, however briefly. If
they intend to hold it, however, they will need new hardware—and, as ever, we stand ready to deliver. For a price.
Contained within these volumes is that hardware. It is an intriguing combination of all-new BattleMech designs and retrofits of existing Inner Sphere and Clan designs
with weapons and equipment suitable for modern combat. All are in our inventories or otherwise obtainable, and I have instructed all Merchant Caste personnel under my
command above the rank of Point Merchant to familiarize themselves with the contents of these reports and be ready to negotiate terms for any merchandise herein. I hope
you will assist me, “old friend,” with their distribution across all Khanates.
The wheel of power is poised to spin once more, but we must be the axle on which it revolves. Who winds up atop that wheel, and who is crushed beneath it, matters
little as long as we profit from each turn.
—Merchant Colonel Reece, aboard CSF
Atlantean,
Skate Khanate, 14 November 3150
Welcome to
Recognition Guide: ilClan,
a supplement offering players exciting new ’Mech variants rooted in the closing days of the Dark Age era and the transition
to the ilClan era. Inside, you’ll discover a mix of all-new ’Mechs only recently seen on battlefields of the Inner Sphere, alongside modern refits of long-existing and much-
loved units.
Each volume of
Recognition Guide: ilClan
includes full,
Technical Readout-style
entries on new ’Mechs or significant rebuilds of existing designs; a selection of brief write-
ups on existing variants; notable pilots for each ’Mech, and record sheets for immediate game use.
Special attention has been given to ’Mechs which were redesigned as part of the
BattleTech: Clan Invasion
Kickstarter, to ensure that these brand-new miniatures have a
place in games set in the Dark Age. Many of these units have torn apart battlefields of the Inner Sphere for hundreds of years. With these guides, they will continue to do so
for hundreds more.
CREDITS
Project Development:
Johannes Heidler
Development Assistance:
Aaron Cahall, Chris Wheeler
BattleTech Line Developer:
Ray Arrastia
Writing:
Lance Scarinci, Chris Wheeler, Matt Wilsbacher
BattleTech Line Editor:
Aaron Cahall
Production Staff
Art Director:
Anthony Scroggins
Assistant Art Director:
Ray Arrastia
Cover Design and Layout:
David A. Kerber
Illustrations:
Alan Blackwell, Dale Eadeh, Matt Plog, Anthony
Scroggins
Record Sheets:
Dave Nawton, Matt Wilsbacher
Proofers, Core Fact Checkers, and Unit Design:
Ray Arrastia,
Matt Cross, Joshua Franklin, William Gauthier, Keith Hann,
Mike Miller, Joshua Perian, Luke Robertson, Lance Scarinci,
Matt Wilsbacher
Additional Fact Checkers:
Matthew Alexander, Stephan Frabartolo,
Ben Meyers, Eric Salzman
Special Thanks:
To the fans whose projects that have kept the
BattleTech
flame going in the community—especially Scott
Bukoski and Matt McLaine. To Joshua F. for his magnanimity,
to Chris W. for keeping me honest, and to Ray for our pact.
FIND US ONLINE
precentor_martial@catalystgamelabs.com
(e-mail address for any
BattleTech
questions)
http://bg.battletech.com/
(official
BattleTech
web pages)
http://www.CatalystGameLabs.com
(Catalyst web pages)
http://www.store.catalystgamelabs.com
(online ordering)
Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC.
7108 S. Pheasant Ridge Dr. • Spokane, WA 99224
35TR102
Under License From
®
©2020 The Topps Company, Inc. All Rights Reserved. Recognition Guide: IlClan, BattleTech, ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the
United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be
otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
OSTSCOUT
light
’MECH
BATTLE HISTORY
Due to its nature, the
Ostscout’s
battle history is a
long series of bravely running away from encounters.
Indeed, it takes a certain kind of courage to abandon
one’s allies to preserve a machine, a kind that not
many would understand.
Ostscout
pilots rarely
enjoy deep and meaningful relationships with their
comrades. Such a contentious relationship led to
the defection of Igor Minski from the Davion Guards
in 2994. After 17 years on the run, Minski eventually
took his
Ostscout
into the service of Hendrik Grimm
III, noticeably increasing the effectiveness of the
Oberon Guards. His ’Mech remained with the
Confederation after his death, piloted by his son
Klaus. During the first engagement between the
Oberon Guards and Clan Wolf in the Black Canyon,
Klaus was able to skip through the battlefield largely
ignored by Clan warriors seeking an honorable kill.
This is believed to be the first encounter between an
Inner Sphere
Ostscout
and the Clans, and the data
Klaus gathered would have been invaluable, had it
ever left Oberon VI.
Ostscouts
have always been highly prized by
the Draconis Combine, a contributing factor to
their resurrection on an occupied Robinson. The
first
Ostscouts
produced by the Combine-controlled
Robinson Standard BattleWorks were gifted to the
Seventh Sword of Light, who used them to root
out Davion resistance on Robinson. Operation
Eruptio gave the new ’Mechs their trial by fire as the
Republic Armed Forces seized Robinson inch by inch.
One
Ostscout
assigned to guard planetary governor
Adam Ogata succeeded in ferreting out multiple
headhunting teams from the Fides Defenders, who
eventually gave up their attempts when faced with
the
Ostscout’s
superior sensors.
Kerensky’s Clans have also employed the
Ostscout,
back to the days of Operation Klondike.
Classified as support units, these machines were not
used by Nicholas’ 800, but by the second echelon
of troops tasked to hold ground the early Clans
had conquered. Two
Ostscouts
were tasked to root
out a bandit raiding Burrock supplies from the
hills of Dratha on Dagda. The
Ostscout
pilots found
themselves inexplicably stymied for weeks, unable to
catch their quarry or even to interpret the physical
4
tracks they occasionally ran across. An elaborate
trap allowed them to finally glimpse their prey: a
Star League
Hedgehog,
a ’Mech even rarer than their
own. The ultra-fast, three-legged ’Mech had used
its own advanced sensors and comm system to
keep one step ahead. Knowing this was their only
chance, the
Ostscouts
used their jump jets to corral
the little bandit, eventually smashing it in a two-on-
one brawl. The wreckage remained on display in the
main Burrock enclave until the Star Adders cleansed
it during the Wars of Reaving.
VARIANTS
The
Ostscout
knew no variants for the majority of
its existence. A common field refit in the 3050s
replaced the ’Mech’s only weapon with Target
Acquisition Gear, but it proved unpopular. The 3060s
saw the
Ostscout
reimagined under Project Phoenix.
Unfortunately, the heavier weapons load of this
series resulted in greater losses as pilots engaged in
combat more often than they should have. Clan Jade
Falcon experimented with upgrading the chassis in
the 3060s, but it was deemed an expensive failure.
Of all the Star League’s specialized BattleMech
designs, the
Ostscout
stands out as one of the
most successful and long-lived. Innate durability,
combined with electronics so rare that they were
not to be risked in combat, ensured that many
Ostscouts
survived the Succession Wars in mint
condition. MechWarriors were ordered to preserve
their
Ostscout
and its irreplaceable electronics at
the cost of their own comrades, if necessary. The
Ostscout,
and by extension its sister ’Mechs the
Ostroc
and
Ostsol,
became the rugged, ubiquitous
mascots of the Succession Wars, surviving in large
numbers long after the destruction of their factories,
although often with mixed and matched parts. Old
wisdom claims that an OstMech never dies, only
changes shape.
CAPABILITIES
Though also produced by Krupp in its Phoenix
configuration on Terra, the
Ostscout
was resurrected
in its original specs by both Kong Interstellar and
Robinson Standard BattleWorks in recent years, albeit
with upgrades. Robinson’s model shares parts with
their
Ostsol,
while upgrading its electronics suite to
modern standards. Kong used their alliance with our
Clan to outfit new
Ostscouts
with stealth technology
and Clan weaponry. Considered
lostech
for ages,
the
Ostscout’s
myomer-enhanced sensor array and
magnetohydrodynamic analyzer remain the pinnacle
of sensor technology, and its Barret 4000 comm
system is said to be so good it can communicate with
the dead. An exaggeration, to be sure.
OSTSCOUT
OTT-8J OSTSCOUT
Mass:
35 tons
Chassis:
Kell/S
Power Plant:
GM 280 XL
Cruising Speed:
86 kph
Maximum Speed:
129 kph
Jump Jets:
Robinson-Liberty Model 12
Jump Capacity:
240 meters
Armor:
StarGuard Ferro-Fibrous
Armament:
1 Martell-X Medium X-Pulse Laser
Manufacturer:
Robinson Standard BattleWorks
Primary Factory:
Robinson
Communications System:
Barret 4000 with Angel
ECM Suite
Targeting and Tracking System:
TRSS.2L3 with
Bloodhound Active Probe
Technology Base: Inner Sphere
Tonnage: 35
Role: Scout
Battle Value: 894
OTT-12R OSTSCOUT
Mass:
35 tons
Chassis:
Kell/S
Power Plant:
VOX 280 Light
Cruising Speed:
86 kph
Maximum Speed:
129 kph
Jump Jets:
Rawlings 45
Jump Capacity:
240 meters
Armor:
Starshield Ultra-Tech Stealth
Armament:
1 Series 7K Extended-Range Large Laser (Clan)
Manufacturer:
Kong Interstellar Corporation
Primary Factory:
Connaught
Communications System:
Barret 4000 with Guardian
ECM Suite
Targeting and Tracking System:
TRSS.2L3
Technology Base: Mixed Inner Sphere
Tonnage: 35
Role: Scout
Battle Value: 1,209
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (Compact):
Cockpit:
Armor Factor (Ferro):
280 XL
8
12
8
10 [20]
107
Internal
Structure
3
11
8
6
8
Armor
Value
9
16
6
13
3
9
13
Mass
3.5
8
Weapons and Ammo
Location
Bloodhound Active Probe
RT
Medium X-Pulse Laser
CT
Angel ECM Suite
CT
4 Jump Jets
RT
4 Jump Jets
LT
Critical
3
1
2
4
4
5
Tonnage
2
2
2
2
2
0
1.5
3
6
Notes:
Features the following Design Quirks: Improved
Communications, Improved Sensors, Narrow/Low
Profile, Rugged (1).
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Equipment
Internal Structure:
Endo-Composite
Engine:
280 Light
Walking MP:
8
Running MP:
12
Jumping MP:
8
Heat Sinks:
10 [20]
Gyro:
Cockpit:
Armor Factor (Stealth):
72
Internal
Structure
3
11
8
6
8
Armor
Value
6
12
4
9
2
6
8
Mass
3
12
Weapons and Ammo
Guardian ECM Suite
ER Large Laser (C)
4 Jump Jets
4 Jump Jets
Location
RT
CT
RT
LT
Critical
2
1
4
4
Tonnage
1.5
4
2
2
0
1.5
3
4.5
Notes:
Features the following Design Quirks: Improved
Communications, Improved Sensors, Narrow/Low
Profile, Rugged (1).
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Zgłoś jeśli naruszono regulamin