Catalyst 35TR109 - Recognition Guide - ilClan vol. 09 [2020].pdf

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REC OG NI TI ON G U I DE : ILCLAN
VOLUME 09
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. 09
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
Assistant Line Developer:
Aaron Cahall
Writing:
Joshua Franklin, Johannes Heidler, Joshua Perian, Eric
Salzman, Matt Wilsbacher, Patrick Wynne
BattleTech Line Editor:
Aaron Cahall
Production Staff
Art Director:
Anthony Scroggins
Assistant Art Director:
Ray Arrastia
Cover Design and Layout:
David A. Kerber
Illustrations:
Chris Lowrey, Matt Plog, David Razi,
Anthony Scroggins
Record Sheets:
Dave Nawton, Carl Spain, 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:
Étienne Charron-Willard, Dale Eadeh,
Stephan Frabartolo, Eric Salzman
Special Thanks:
To Ashley Pollard nee Watkins, for creating the
Clan Classics almost 30 years ago and for sharing her original
notes with me, allowing a few additional ideas to now finally
see the light of day. To Lance and Dale for doing so much
more on this project than what they signed up for.
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
35TR109
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.
VALKYRIE
light
’MECH
problem, finding a supplier for its conventional jump jets,
was solved by choosing a firm with a proven track record
of supplying Federated Suns manufacturers.
Although we won possession of the world in
3134, our Clan maintained only nominal control of
Stewart, being more interested in the output of the
various factories there than directly administering the
planet. Thus, when Clan Wolf battled the Marik-Stewart
Commonwealth for Stewart four years later, we merely
sat back and let events play out. In exchange for not
contesting the Wolves’ claim to the planet, we worked out
a favorable trade deal and went on our way, leaving Clan
Wolf in control of Stewart’s immense industrial output.
Among the changes and upgrades the Wolves effected
was to upgrade the
Valkyrie
line, creating a Clan variant
that they felt would be suitable for their expanding
solahma
forces and potentially for export as well.
BATTLE HISTORY
Seeing what the Wolves had done with the
Valkyrie,
the
Spina Khanate demanded a proportion of the production
output, citing a standard clause in their agreement with
the Wolves as justification. A Trial of Possession was held
on the moon of Clyde, with a Star of Spina’s ’Mechs facing
off against a Star of the new
Valkyries.
Star Captain Imran
led the Wolf defense, in which he demonstrated not only
the effectiveness of the new model but also his own
tenacity. The final moments of the trial came down to just
Imran and two remaining Sea Fox warriors. With little left
to lose, the Star Captain threw all his remaining missiles
at his opponents, most of which missed their targets but
destabilized the ground beneath them, allowing Imran to
turn the tables and render both opponents inoperable.
Clan Wolf managed to maintain possession of the Stewart
factory and the upgraded
Valkyrie
design, while we
acquired limited rights to a percentage of the factory’s
yearly output.
The fall of Palmyra and the loss of the First Prince and
the cream of the AFFS in 3144 was a devastating blow
to the Federated Suns. The weeks immediately following
that disaster saw the High Command scrambling to
patch many holes in the realm’s coreward defenses,
including the raising of temporary units of up to
battalion size to shore up surviving forces. These units,
none of which existed for more than a few months before
being dispersed to existing commands, were painfully
4
understaffed and undersupplied but did their best to
make do with whatever resources they could muster. This
often meant green troops were the most experienced
forces on hand. Such was the case when the Fifth Sword
of Light arrived to seize Monroe two months after
Palmyra. By happenstance, Regent Erik Sandoval-Groell
was on-planet inspecting the untried forces stationed
there. He led the defense from his
Centurion
until it was
shot out from under him. The Federated Suns would likely
have lost their second leader in as many months if not
for the efforts of two lances of factory-fresh
Valkyries
that
protected the Regent until he could be recovered. In the
final moments before Sandoval was loaded aboard an
outbound DropShuttle, a Sword of Light medium lance
made a last-ditch attempt to kill him. The brave
Valkyrie
pilots threw themselves in front of the enemy and sold
their lives dearly so that the Regent could escape. Only
three pilots survived the battle; in recognition of their
bravery, Sandoval allowed them to remain together as
part of the Eighth Crucis Lancers and granted them the
nickname “Erik’s Elite.”
VARIANTS
For centuries, the
Valkyrie’s
production was entirely
automated and variants were not created at the factory.
The recovery of
lostech
led to a massive upgrade program
in the 3040s, and great care was invested not to damage
the New Avalon facility in the process. The VLK-QD was
an outstanding product of its time, with all aspects of
its performance carefully optimized while the overall
parameters remained unchanged. Though the bulky
endo steel structure precluded the use of large double
heat sinks, more modern
Valkyries
that instead employ an
XL gyro are more vulnerable. Thus, despite the drawback
of limited cooling capability, the -QD remains a prized
possession to the MechWarriors who still pilot one.
Past decades saw little experimentation with the
chassis. Before settling on the current speed parameters,
Corean of New Avalon briefly considered confining the
Valkyrie
to a pure support role and released the VLK-
QD6 sporting extended LRMs; the model remains in
their catalog. Corean of Stewart were less successful in
upgrading the post-Jihad
Valkyrie,
creating only a hodge-
podge of terrible prototypes until Clan Wolf took over.
Just as the Valkyries of mythology safeguarded the
souls of heroes, the
Valkyrie
BattleMech protected the
Federated Suns throughout the Succession Wars. For
centuries, this sturdy light BattleMech was constructed
in one of the Inner Sphere’s greatest remaining Star
League marvels, a fully-automated factory on New
Avalon itself. The facility’s products became the mainstay
of scout and light support elements throughout the
AFFS, until the political shifts and conflicts of the thirty-
first century finally saw the
Valkyrie
proliferate around
the entire Inner Sphere.
When the Word of Blake’s grand subterfuge—Project
Phoenix—was implemented, the
Valkyrie
changed
its appearance and “ultimately even served Davion’s
enemies. After removing the Blakist threat and rebuilding,
Corean offered its reinstated model to all buyers, though
it remains emblematic of the Federated Suns.
CAPABILITIES
The
Valkyrie
traditionally offered better protection and
long-range armament than most light BattleMechs, at
the price of boasting only moderate speed. No classic
model veered from the formula of a long-range missile
launcher backed up by an arm-mounted energy weapon
and a thick shell—until the emergency program to
reinstate the
Valkyrie
after the Jihad. With the destruction
of its orbital endo steel production capability, Corean
created an interim solution using new technologies and
licensed it out to its Stewart facilities as well. When the
New Avalon facility was refurbished, the new definitive
Valkyrie—proprietary
to that location, but sold openly to
all buyers—returned to old strengths and bolstered the
’Mech’s overall speed. The
Valkyrie’s
chronic construction
VALKYRIE
VLK-QDD VALKYRIE
Mass:
30 tons
Chassis:
Corean Model 1AA
Power Plant:
GM 180 Light
Cruising Speed:
64 kph
Maximum Speed:
97 kph
Jump Jets:
Rawlings 80
Jump Capacity:
180 meters
Armor:
StarGuard CIV Ferro-Fibrous with CASE
Armament:
1 Defiance Model XII Extended-Range Medium Laser
1 Devastator Series-07 LRM 10
Manufacturer:
Corean Enterprises
Primary Factory:
New Avalon
Communications System:
Lynx-shur
Targeting and Tracking System:
Sync Tracker (39-42071)
with Artemis IV FCS
Technology Base: Inner Sphere
Tonnage: 30
Role: Missile Boat
Battle Value: 834
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor (Ferro):
180 Light
6
9
6
10 [20]
105
Internal
Structure
3
10
7
5
7
Armor
Value
9
16
4
12
2
10
14
Mass
3
5.5
Weapons and Ammo
ER Medium Laser
Ammo (LRM) 12
CASE
LRM 10
Artemis IV FCS
2 Jump Jets
Jump Jet
Jump Jet
2 Jump Jets
Location
RA
RT
RT
LT
LT
RL
RT
LT
LL
Critical
1
1
1
2
1
2
1
1
2
5
Tonnage
1
1
.5
5
1
1
.5
.5
1
0
1
3
6
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Notes:
Features the following Design Quirks: Easy To Maintain,
Improved Communications.
VALKYRIE C
Mass:
30 tons
Chassis:
Corean Model 1AA
Power Plant:
Omni 150 XL
Cruising Speed:
54 kph
Maximum Speed:
86 kph
Jump Jets:
Rawlings 75i Improved Jump Jets
Jump Capacity:
240 meters
Armor:
Beta Compound (Ferro) with CASE II (Clan)
Armament:
1 Kolibri Delta Series Medium Pulse Laser (Clan)
1 Type X “Short Bow” LRM 10 Launcher (Clan)
Manufacturer:
Corean Enterprises - MacAdams-Suharno
Primary Factory:
Stewart
Communications System:
Lynx-shur
Targeting and Tracking System:
Sync Tracker (39-42071)
Technology Base: Mixed Inner Sphere
Tonnage: 30
Role: Missile Boat
Battle Value: 936
Equipment
Internal Structure:
Engine:
Walking MP:
Running MP:
Jumping MP:
Heat Sinks:
Gyro (XL):
Cockpit:
Armor Factor (Ferro, C):
150 XL
5
8
8
10 [20]
96
Internal
Structure
3
10
7
5
7
Armor
Value
8
14
4
12
2
9
12
Mass
3
3
0
1
3
5
Weapons and Ammo
Medium Pulse Laser (C)
Ammo (LRM) 24 (C)
CASE II (C)
LRM 10 (C)
Improved Jump Jet
3 Improved Jump Jets
3 Improved Jump Jets
Improved Jump Jet
Location
RA
RT
RT
LT
RL
RT
LT
LL
Critical
1
2
1
1
2
6
6
2
Tonnage
2
2
.5
2.5
1
3
3
1
Notes:
Features the following Design Quirks: Easy To Maintain,
Improved Communications.
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
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