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		<title>BattleMech</title>
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		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Combat Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
&lt;br /&gt;
And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
&lt;br /&gt;
== BattleMech Systems  ==&lt;br /&gt;
&lt;br /&gt;
{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
&lt;br /&gt;
== Types of BattleMechs ==&lt;br /&gt;
There are several ways to sort out each model from its contemporaries as shown below.&lt;br /&gt;
&lt;br /&gt;
=== Weight Class ===&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Also called SecurityMechs, they’re any Mech under 20 tonnes. Mostly used to patrol garrisons and colonies out in the boondocks for law enforcement and piracy deterrence, they’re basically an aluminum cart on legs with some machine guns or grenade launchers wired to a joystick. Marginally better than a regular armored vehicle, the difference between one of these and an IndustrialMech strapped with ordinance is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
&lt;br /&gt;
=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored with tinfoil. These speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race while mounting a short ranged arsenal and decent armor. These jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving while outfitted with medium ranged weapons and reasonable armor. They’re generalists who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper-thin armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility while kitted medium-to-long ranged weapons, and heavy armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with thick slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
&lt;br /&gt;
== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien from another IP.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens despite being an illegal IP alien as well.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96867</id>
		<title>BattleMech</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96867"/>
		<updated>2021-11-04T00:29:25Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Types of BattleMechs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
&lt;br /&gt;
And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
&lt;br /&gt;
== BattleMech Systems  ==&lt;br /&gt;
&lt;br /&gt;
{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
&lt;br /&gt;
== Types of BattleMechs ==&lt;br /&gt;
There are several ways to sort out each model from its contemporaries as shown below.&lt;br /&gt;
&lt;br /&gt;
=== Weight Class ===&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Also called SecurityMechs, they’re any Mech under 20 tonnes. Mostly used to patrol garrisons and colonies out in the boondocks for law enforcement and piracy deterrence, they’re basically an aluminum cart on legs with some machine guns or grenade launchers wired to a joystick. Marginally better than a regular armored vehicle, the difference between one of these and an IndustrialMech strapped with ordinance is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
&lt;br /&gt;
=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored with tinfoil. These speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor. These jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and mounting reasonable armor. They’re generalists who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper-thin armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and heavy armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with thick slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
&lt;br /&gt;
== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien from another IP.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens despite being an illegal IP alien as well.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Clans&amp;diff=479388</id>
		<title>The Clans</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Clans&amp;diff=479388"/>
		<updated>2021-11-03T22:04:39Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Society */&lt;/p&gt;
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&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name= &lt;br /&gt;
|image= [[Image:Clan Logo.png|250px|center]]&lt;br /&gt;
}}&lt;br /&gt;
{{Topquote|We will purge our old ideals and ethics; those belong to the corrupt stars of the Inner Sphere, and will not serve as we begin anew. Now, while our minds are open and yearning for new insight, we must re-mold them, and fill them with the truth of our destiny. For we are destined not only to be different from those we left behind, but also better. My father knew this, and saved us from the holocaust of the Inner Sphere. I accept it as truth, and have returned to lead you, the survivors of this most bitter trial.|Nicholas Kerensky}}&lt;br /&gt;
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{{Topquote|Is a man not entitled to the sweat of his brow?  &#039;No!&#039; says the Capellan, &#039;it belongs to the poor.&#039;  &#039;No! says the ComGuard, &#039;it belongs to humanity.&#039;  &#039;No!&#039; says the Kuritan Coordinator, &#039;it belongs to me!&#039;  I rejected those answers; instead, I chose something different.  I chose the impossible.  I chose... the Clan.  A culture where the warrior would not suffer the bureaucrat.  Where the scientist would not be bound by petty morality.  Where the able would not be ruled by the incompetent.  And by the sweat of your brow, the Clan can become your Clan as well.|Nicholas Kerensky}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Clans&#039;&#039;&#039; are a civilization in the [[Battletech]] Universe. Descended from a remnant of the [[Star League]] Defense Force which fled from the Inner Sphere when the shit hit the fan and spend the next two and a half centuries developing on their own course before [[Clan Invasion|returning back in 3049]] from the [[Deep Periphery]].&lt;br /&gt;
&lt;br /&gt;
From an IRL perspective in a very human focused setting without intelligent extraterrestrials, the Clans were designed to be very alien without actually being Aliens.&lt;br /&gt;
== History ==&lt;br /&gt;
In 2766 a guy named Stefan Amaris (ruler of the Rim World&#039;s Republic) launched a coup d&#039;état while the majority of the SLDF was out fighting rebellions in the periphery, killing the young First Lord (along with the rest of the Cameron bloodline) and seizing control of the Terran Hegemony. This started a fourteen year long civil war in which the SLDF under the command of Aleksandr Kerensky dismantled his support base and moved to liberate the Terran Hegemony in spite of being cut off from resupply and limited support by the Five Great Houses. But while he did succeed in toppling Amaris&#039; Asshole Regime, the Star League did not survive the fall of House Cameron and fell apart shortly afterwards. In spite of internecine infighting within the Great Houses, all agreed to strip Alexandr Kerensky of his authority while secretly seeking to subvert the SLDF&#039;s individual regiments as recruits for their planned wars to claim the Star League&#039;s throne. War was on the horizon between the Great Houses but Kerensky was unwilling to seize power for himself or see his remaining army and fleet used in the looming conflict. As such he got the SLDF leadership together in secret and proposed something to save the Inner Sphere and themselves: leave the Inner Sphere and start up somewhere new. Most agreed and in 2785 a fleet loaded with some six million SLDF troops, their families (including Alex&#039;s wife Katyusha and two sons Andery and Nicholas) and some folks with valuable skills left the inner sphere for greener pastures.&lt;br /&gt;
&lt;br /&gt;
After a long voyage through the unknown they found some uninhabited worlds beyond the Periphery known as the Pentagon Worlds. They set up shop, discharged most of their soldiers and began rebuilding to try to build a bastion of the Star League in Exile. For about 15 years, it seemed to work. Unfortunately some of the demobilized guys decided that they&#039;d be better off forming their own petty kingdoms and soon enough there was a big and brutal shit fight in 2800. The closest equivalent to the [[Succession Wars]] in Clan space before rhe Wars of Reaving, they’d became known as the Pentagon Civil Wars. Aleksandr (already more than 100 years old) died heartbroken, leaving everything in utter dissaray. In this chaos, his son Nicholas managed to get the support of some loyal troops and most of the SLDF Fleet and made his way to another world nearby called Strana Mechty (&amp;quot;Land of the Dream&amp;quot; in Russian) along with a number of refugees brought in later. Convinced that the current order of things and the Star League ways of thinking were fundamentally broken he decided to not only establish a new colony, but also build a new society from the ground up, dividing his warriors into twenty Clans. In 2820 the Clans returned to the Pentagon Worlds during Operation KLONDIKE, reconquering them and imposing Clan culture onto the populations of these planets.&lt;br /&gt;
&lt;br /&gt;
After Nicolas&#039;s death, the system chugged along quite well with the occasional hiccup in what was known as the Golden Century, their population rapidly expanding and new worlds being colonized. Eventually in the 2900s there was a split between two factions of The Clans: the Wardens (who felt the Clans should keep to themselves and only get involved in the Inner Sphere if it was threatened by someone else) and the Crusaders (who saw it as their duty to conquer the Inner Sphere and restore a new Clan based Star League).  Honestly, if they allowed caste mobility and injected some capitalism and used government-enforced stamps for extra luxury items as the carrot, a Clan conquest likely would have gone over pretty well all around.  Unfortunately they&#039;re master race asshats who effectively enslave everyone who isn&#039;t a warrior &#039;&#039;(as opposed to the Inner Sphere, where you&#039;re a slave because you aren&#039;t rich or have the wrong last name)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
{{topquote|Return to the Inner Sphere is impossible for us. Our heritage and our convictions are different from those we left behind. The greed of the five Great Houses and the Council Lords is a disease that can only be burned away by the passing of decades, even centuries. And though the fighting may seem to slow, or even cease, it will erupt again as long as there are powerful men to covet one another&#039;s wealth. We shall live apart, conserving all the good of the Star League and ridding ourselves of the bad, so that when we return — and return we shall — our shining moral character will be as much our shield as our BattleMechs and fighters.|Alexander Kerensky, General Order 137, December 5th, 2785. These words would be the Nucleus of the Hidden Hope Doctrine}}&lt;br /&gt;
&lt;br /&gt;
An Important fact about the Clans is that they were born from repeat societal trauma. The Ameris Coup and Civil War, the Death of Star League and the Exodus, the Exodus Civil War and the Second Exodus; these were harrowing events to live through, but also were seen as total failure of the old order of things. As such, Nicholas Kerensky and his followers were convinced that for humanity to survive society needed to be rebuilt from the ground up. Nicky did work from his specific interpretation of his father&#039;s words and borrowed elements from a lot of different historic cultures, but the aim was to start clean.&lt;br /&gt;
&lt;br /&gt;
[[File:Clan Spaniel.jpg|thumb|left|The Clans have produced fearsome genetically enhanced warriors, revolutionary BattleMechs and some darn fine cartoons (yes this is totally canon)]]&lt;br /&gt;
Even though there is a Grand Council for settling disputes and acting as a whole, each Clan operates mostly independently of its fellows. &amp;quot;Peace&amp;quot; is not really a thing in Clan Society, but war is seldom total. When the Clans are not out conquering others, they&#039;re fighting low intensity highly ritualized wars with each other. Yet, what made the Clan Homeworlds spared the Succession Wars level of violence that sent the Inner Sphere back to the stone age was the application of Zellbrigan and the Honor Road, which emphasized individual unit and warrior prowess while minimizing collateral damage. This includes codes for honorable surrender. On the downside, while material and technological matters were better preserved (if not improved upon with OmniMechs and Battle Armor), individual human lives weren’t seen as inherently valuable so concepts such as safety gear and personal healthcare were seen as things only worth providing to those who had more worthwhile skills. So while your typical Scientist, Merchant, and Technician castes has average lifespans, most Laborers and Warriors wound up dead in their 40-50’s due to combat or physical burn-out leaving them as “dead weight” if they can’t do anything useful. It’s bad enough that most elderly Warriors would rather die as disposable infantry sent in the first wave of an assault instead of starving in bed while infirm.&lt;br /&gt;
&lt;br /&gt;
Clan Society is militaristic, authoritarian, honor bound and strictly hierarchical. It&#039;s mostly built around a rigid caste system in which one&#039;s role in society is typically assigned in childhood and social mobility is a rarity. The Economies of each of the Clans is largely centrally planned and mostly concerned with producing more mechs, ships, weapons and warriors and more clanners to make and support more of those. Humans are mass produced as much as Mechs are in Clan Society. Motivated by the Clan Home-worlds  being harsher and less abundant in resources, wastefulness is discouraged while nonproductive activities such as entertainment or leisure were normally seen as incentives to get people working or in extreme cases outright banned. Hence, while stuff like competitive combat sports and athletics are encouraged, things like literature and theatre are treated as frivolous trivialities at best. Most observers note that outside of agriculture, healthcare (for combat injuries), STEM topics, heavy manufacturing, and military-industrial complexes, most non-military  related tech and practices were literally frozen in the Star League era. Overall, &amp;quot;Everything for the Clan&amp;quot;, &amp;quot;The Clan Provides&amp;quot; and &amp;quot;The Clan Knows Best&amp;quot; are the overarching attitudes.&lt;br /&gt;
&lt;br /&gt;
One of the quirks of Clan Society is that most people only have a given name. More on that in a bit.&lt;br /&gt;
&lt;br /&gt;
The Castes are as such...&lt;br /&gt;
&lt;br /&gt;
* Warrior Caste: The rulers of Clan society trained the Spartan Way. Most of them are grown in bulk in industrial exowomb factories and raised in sibling companies (sibkos), but a few applicants from the general populace are let in. Many flunk out one way or another and become part of the civilian castes while many others end up dying in brutal training regimens and trials for combat. Those that become Warriors are typically hard as nails and brutal fighters. By far the smallest caste. They&#039;re three main flavors of Clan Warriors...&lt;br /&gt;
**[[Clan Elemental|Elementals]]: Battletech&#039;s answer to Space Marines, huge guys and gals who wear power armor.&lt;br /&gt;
**Pilots: Small fellows with big eyes and heads who can take a lot of Gs like the T&#039;au&#039;s Air Caste.&lt;br /&gt;
**Mech Warriors: The most regular warriors, but optimized with improved reflexes and increased neuro-helmet compatibility.&lt;br /&gt;
* Scientist Caste: Scientists, inventors, researchers and the like who expand on the Clan&#039;s knowledge base and run the eugenics programs. As the Clans have advanced technologically where the inner sphere has regressed, they&#039;ve been largely successful. The second most powerful caste in Clan society who can actually overrule the warriors on certain matters such as eugenics or technology. &lt;br /&gt;
* Technician Caste: Mechanics, engineers and spacecraft crews who keep the machinery of Clan Society humming along. They work with the Warrior Caste directly more than most.&lt;br /&gt;
* Merchant Caste: Traders as well as managers, artists and a wide variety of other functions required to run the economy of Clan Society. They have a higher status in Clan Diamond Shark, since Diamond Shark Warriors can honorably retire to this caste.&lt;br /&gt;
* Laborer Caste: The proles who do all the grunt work to keep everyone else fed, housed, equipped, armed, pooping in unclogged toilets and so forth. The largest caste.&lt;br /&gt;
* Dark Caste: Not an official caste but a bunch of outcasts which live on the edges of Clan society which makes for convenient target practice for clan warriors.&lt;br /&gt;
&lt;br /&gt;
In addition each caste has it&#039;s own internal hierarchy where merit and competition determines your pecking order. For example the Merchant Caste has retail clerks at the bottom and top negotiators for big inter-clan deals at the top. And while each caste committee is technically subordinate to the Warrior exclusive Clan Council, the council mostly let the civilian castes do what they deem best unless it deals with the Clan’s existential matters or martial affairs. In terms of warriors, the inter-Clan’s competition  is not only reflected in rising up the ranks from sib-cadet to Khan but a Desire to win a Bloodname through gaining honorable victory for their clan. Having a bloodname means they get a surname and their genes will be be guaranteed to be used to produce the next batch of Warriors while they can participate in Clan Council. Really accomplished scientists can be awarded a Labname like &amp;quot;Einstein&amp;quot; or &amp;quot;Darwin&amp;quot;, but non-Scientists rarely use them.&lt;br /&gt;
&lt;br /&gt;
A big part of Clan Society, especially in the Warrior Caste, is tradition and ritual. On the whole they have a rather &amp;quot;meh&amp;quot; view of religion, but it&#039;s role is largely filled by the Hidden Hope Doctrine and a cult of personality mixed with hero worship of the Clan’s original leaders. Alexander and Nicholas Kerensky are all but worshiped as &amp;quot;the Founders&amp;quot;. Warriors must past through a variety of trials to achieve position and within the Clan&#039;s hierarchy. The Clans preserve and teach their history through the Remembrance, a long epic poem that summarizes each Clan’s glory. This too is another motivation for warriors to do their best in combat or competing to rise up the ranks and earn a Bloodname; the more they stand out positively, the more likely their genes will be added into the gene pool for scientists to add to the exo-wombs to spawn more sibkos and the more likely their name will be recorded in the Clan Remembrance with honor. Conversely, any disgrace a warrior commits risks anything from demotion at best to outright eliminating their entire Bloodname’s BloodHouse from the Clan’s records and genetic repository. In general they try to cultivate an air of mystery. All of which are conceived to reinforce the ideals of The Clans and Clan identity into future generations on an emotional level. On the same note, Clanners tend to be very conformist with little tolerance for un-Clanlike Behavior at the best of times.&lt;br /&gt;
&lt;br /&gt;
In particular in their mythologized view of history Star League was a bountiful paradise despoiled by the greed and spite by wicked petty power hungry leaders, especially the five Great House (in of itself this is not a bad interpretation of events). As such they view the people of the Inner Sphere having fallen into Barbarism. This is notable because it gives them a standard to define themselves against as well as prejudices their outlooks against others.&lt;br /&gt;
&lt;br /&gt;
== Individual Clans ==&lt;br /&gt;
There are originally twenty clans formed by Nicholas Kerensky but over the course of the centuries, many were destroyed or absorbed into other factions. Besides the others mentioned on the Battletech page, the most relevant ones are the ones below.&lt;br /&gt;
[[Category: BattleTech]]&lt;br /&gt;
* &#039;&#039;&#039;Clan Wolf&#039;&#039;&#039;: The first &amp;quot;Mary Sue&amp;quot; Clan, having the ilKhan along their ranks kinda marks you for that. Also known for fielding the Timber Wolf which plenty call a poster boy for the series. They actually won their objectives in the battle of Tukayyid.  As of a recent novel, they&#039;re now ilClan with Jade Falcon as their bodyguard and Smoke Jaguar reconstituted as their special forces.&lt;br /&gt;
* &#039;&#039;&#039;Clan Jade Falcon&#039;&#039;&#039;: The other &amp;quot;Mary Sue&amp;quot; Clan. Also the Purist Clan, since they are staunch traditionalists which stick with Nicky&#039;s vision as tightly as they can. When you think of honor-crazed warrior cultures that went full murder-hobo, you&#039;re thinking Jade Falcon. Were the asshats that invaded &#039;&#039;&#039;MY HOME PLANET&#039;&#039;&#039; in the animated series. They earned themselves a draw on Tukayyid at about the last minute.&lt;br /&gt;
* &#039;&#039;&#039;Clan Smoke Jaguar&#039;&#039;&#039;: The Asshole Clan. Aggressive militarists who value only strength and treat their civilian castes like crap. They make Jade Falcon look nice as the green birb gets that rewarding loyal productivity gets you more of it. They earned getting smoked on Tukayyid, bidding away a vast majority of their forces to get the first deployment and only to have them repeatedly baited into ambush after ambush on Tukayyid by being the most aggressive Clan during the invasion, and ultimately demolished in the Second Star League&#039;s counterattack during the Trial of Refusal.&lt;br /&gt;
* &#039;&#039;&#039;Clan Diamond Shark/Sea Fox&#039;&#039;&#039;: The Money Clan. Once Clan Sea Fox until they saw a Diamond Shark devour a Sea Fox whole. Fitting that their fighting strength was almost wiped out in Tukayyid due to their inexperience in fighting a actual war as opposed to the dance and diddy that the Clans call a war. Currently going by Clan Sea Fox again, mostly run by merchants after their warrior caste was basically butchered to the last.&lt;br /&gt;
* &#039;&#039;&#039;Clan Ghost Bear&#039;&#039;&#039;: The Practical Clan. Moderate fence sitters that actually attempt to do their homework on their foe? My God, it is like they have a brain... At any rate, Ghost Bear are unusual for the Clans in that they actually practice something akin to normal family structures, and were slow to adapt new tactics but moved in a steady pace for effect. The other Clan that got a draw on Tukayyid. They eventually shacked up with the [[Free Rasalhague Republic|Rasalhagues]] to make their own hybrid state.&lt;br /&gt;
* &#039;&#039;&#039;Clan Coyote&#039;&#039;&#039;: The Survivor Clan. Initially did fantastically for themselves as a noble practitioner group of Zellbringen as well as best buddies with Clan Wolf, as well as being the clan directly responsible for the development of OmniMech technology and their Khan was briefly IlKhan for a bit before a Snow Raven plot killed her. Since that point, they&#039;ve largely been sent away from Clan Space after the Wars of Reaving, but still survive to this day, though far more ruthless in their aims.&lt;br /&gt;
* &#039;&#039;&#039;Clan Snow Raven&#039;&#039;&#039;: The Sneaky Clan. Due to a series of major military disasters early on in their history, this clan has spent most of it&#039;s time playing realpolitik against itself and the rest of the Clans, preferring to stay out of open confrontation due to their lackluster forces. Have a lot of naval prowess due to their occasional need to hit the stellar bricks. Eventually shacked up with the Outworlds Alliance government to become the Raven Alliance.&lt;br /&gt;
* &#039;&#039;&#039;Clan Goliath Scorpion:&#039;&#039;&#039; The Stoner Clan with a twist of Indiana Jones treasure hunting. Have a deep preference for extremely precise strikes as opposed to brute forcing their way through things, while also requiring getting absolutely blasted on refined scorpion venom. Deep Warden feelings and an obsession with the past meant they basically kept themselves out of most clanner bullshit unless pressed. They also had a habit of trying to secure bloodlines or artifacts linked the the Star League and actually think they can find them with visions induced by said cocktail of narcotic scorpion venom. Eventually got into trouble for illegally adding bloodlines to their eugenics program from the [[Mercenaries (Battletech)|SLDF descended Eridani Light Horse]] and just fucked off to the [[Deep Periphery]] to go fight the conquer the Castilian Cluster and the Hanseatic League to start their own empire.&lt;br /&gt;
* &#039;&#039;&#039;Clan Hell&#039;s Horses:&#039;&#039;&#039; The Biker Clan, for as much as one can be a Biker in Battletech. Known primarily for their use of combat vehicles rather than Mechs. Hells Horses has the distinction of being an extremely stable Clan, if not the most powerful, due to their personal belief that all within it, including the Freeborn, serve the [[greater good]] of the Clan. Eventually fucked off to the Inner Sphere, with a hardliner contingent remaining behind and becoming a different clan altogether.&lt;br /&gt;
* &#039;&#039;&#039;Clan Fire Mandrill&#039;&#039;&#039;: The Horde Clan. Set up almost the exact opposite way as Hell&#039;s Horses, as it is organized in to dozens of mini-Clans called &#039;&#039;Kindraa&#039;&#039;, who often fought amongst themselves just as much as they fought other Clans. Unsurprisingly, they got completely wrecked by the Wars of Reaving.&lt;br /&gt;
* &#039;&#039;&#039;[[Clan Wolverine]]&#039;&#039;&#039;: The Not-Named Clan whom all the other Clans hate with a burning passion.&lt;br /&gt;
&lt;br /&gt;
== Clan Military ==&lt;br /&gt;
Each Clan has it&#039;s own military collectively called a Touman. They share some common practices and conventions laid out by Nicholas Kerensky, but within said boundaries each Clan is free to set up their forces more or less as they see fit, and usually each does according to their Clan&#039;s ouvre. Of course, what makes the Clans so dangerous regardless of their individual affiliation is their [[OmniMech]]s, which were often lightyears ahead in terms of modular design and technological strength of the Inner Sphere&#039;s BattleMechs. On top of that, their tendency of using jump-jet equipped power armored infantry piggybacking off of their OmniMechs enabled them to have swarms of MEQ’s either ripping vehicles or bunkers when BattletMech use would be deemed overkill.&lt;br /&gt;
&lt;br /&gt;
But while they hold a technological edge, where the Clans falter greatly is in tactical strength. Most Clan warfare prior to the invasion was limited to the honor-bound, extremely skirmish-heavy battles fought between each other where both sides showed up, told each other what they&#039;d be fighting with, and often fighting only in significant duels. All this was supplemented with a heavy emphasis on Mech warfare (or whatever hat the individual Clan wears), a massive culture-wide bias against intelligence gathering due to it being &amp;quot;dishonorable&amp;quot;, and what the Zellbringen code allows; which meant they often plopped only the bare minimum of assets down to complete their missions as a personal dare to win with as little as possible. While in theory this is done to both minimize casualties and keep valuable resources alive and working for the Clan to use, the simple fact of the matter is Clanner warfare is continually hamstrung by itself; The Inner Sphere Successor States are under absolutely no delusions about war being an honorable thing, and were able to effectively fracture their entire society by daring to be cute with their own ideas of warfare, coming to one of the harshest wake-up calls they ever got in the Battle of Tukayyid, and any gains they took from the Inner Sphere from the initial invasion almost immediately began to crumble as their attitudes towards their new subjects ultimately plopped them into a series of guerilla wars, something utterly alien to them. Some Clans wised up and decided to try and learn something from this, others have yet to understand why things happened the way they did and returned to the Periphery.&lt;br /&gt;
&lt;br /&gt;
The Clans tend to organize themselves depending on their culture, but generally speaking have their own military structure. Unlike the Inner Sphere which uses the traditional &amp;quot;chain of command&amp;quot;, &amp;quot;grunt to general&amp;quot; approach, the Clans do not necessarily have an officer system by the traditional method. Every Warrior is considered roughly the same until you get to the Point Commander rank, at which point traditional methods kick back in, but even so the relationship is much less formal. Every part of the Clan Touman is organized into a &amp;quot;Base Five&amp;quot; system, which organizes everything into even groups of five.&lt;br /&gt;
&lt;br /&gt;
The Clan Toumans are (typically) organized into:&lt;br /&gt;
* Point: 1 Mech, 2 Tanks, 5 Elementals or 25 Regular Infantry&lt;br /&gt;
* Star: 5 Points. Considered the &amp;quot;base&amp;quot; unit of Clan warfare. Most Stars are all of one combat role, as mixed Stars tend to do poorly.&lt;br /&gt;
* Binary: 2 Stars. The point at which Combined Arms becomes feasible.&lt;br /&gt;
* Trinary: 3 Stars&lt;br /&gt;
* Cluster: 3-5 Binaries&lt;br /&gt;
* Galaxy: 3-5 Clusters, plus an extra Trinary for Command. Generally a logistical designation because the process of Clan warfare bidding down typically ensures that Galaxies will only ever be deployed rarely.&lt;br /&gt;
&lt;br /&gt;
===== Mechs =====&lt;br /&gt;
&lt;br /&gt;
Due to the fact that they showed up out of nowhere unannounced besides a few Batchalls, Clan Battlemechs have both official names and Inner Sphere code names. The following &amp;quot;original sixteen&amp;quot; are the most common frontline OmniMechs used in the invasion, and found in most Clans&#039; toumans:&lt;br /&gt;
&lt;br /&gt;
* [[Timber Wolf|Timberwolf/Mad Cat]]: The Clanner&#039;s most famous mech. Actually quite a preposterously expensive thing, but the fact it can blast it&#039;s way through Assault Mechs makes it a favorite. It&#039;s Inner Sphere name comes from their targeting computers being incapable of deciding whether or not it&#039;s a &#039;&#039;Marauder&#039;&#039; or a &#039;&#039;Catapult&#039;&#039;, and so flashed MAD CAT over and over whenever it showed up. Developed(and produced exclusively) by Clan Wolf, though most other Clans acquired them by trade or salvage during the century leading up to the invasion.&lt;br /&gt;
* Mad Dog/Vulture: The Clan&#039;s OTHER most famous mech.  Basically the Timberwolf&#039;s leaner, scrappy little brother, resembling the Inner Sphere&#039;s Archer.  Follows the same basic concept of shoulder mounted missiles and arm mounted energy guns, but has a little more pod space in exchange for a lighter chassis and armor. Can hot-swap the LRMs for an absurd number of SRMs, [[What|or its entire loadout for a pair of Gauss Rifles]]. First built by Clan Smoke Jaguar but most popular with the Ghost Bears.&lt;br /&gt;
* Summoner/Thor: The Summoner fills the unusual role of being a heavy mech that sacrifices weaponry for mobility, generally giving up redundancy in its weapons in order to carry jump jets and maintain a flexible loadout with less capacity.  The result is a mech that&#039;s pretty good at moving in fast and bullying things smaller than itself, but doesn&#039;t want to tangle with assault class stuff unless it has weight of numbers; not because it doesn&#039;t have the armor (see the Hellbringer and Executioner) but because it doesn&#039;t bring [[dakka|enough guns]]. Resembles the Inner Sphere&#039;s Thunderbolt. The favorite mech of Clan Jade Falcon.&lt;br /&gt;
* Hellbringer/Loki: A glass cannon, carrying a versatile array of weaponry at the cost of having laughably weak armor for a heavy mech. Its primary configuration resembles the Inner Sphere&#039;s Warhammer, with twin ER PPCs in the arms mated to a targeting computer, backup lasers and anti-infantry weapons. The other favorite mech of Clan Jade Falcon.&lt;br /&gt;
&lt;br /&gt;
* Dire Wolf/Daishi: The last word in mech-to-mech encounters. Where the Summoner is happy being a schoolyard bully and the Hellbringer is minmaxxed for DPS, the Dire Wolf is just one huge chungus that simply does not care what the enemy brought.  100 tons, unapologetically slow, with an absurd amount of firepower and armor, this is the ultimate assault mech. Barring a lucky headshot this mech will outlast and crush anything you throw its way; underestimate it at your own peril. This is the mech every Mechwarrior dreams of piloting, and many important figures(Natasha Kerensky, Victor Steiner-Davion, Hohiro Kurita) design their own(even stronger) custom variants. This design was fought over between Clan Wolf and Clan Smoke Jaguar and also produced secretly on Outreach by Wolf&#039;s Dragoons.&lt;br /&gt;
* Executioner/Gladiator: A strange take on the concept of an Assault Mech. At 95 tons it can mount a lot of equipment, but focuses on mobility through jump jets and MASC. As the downside to this, it has anemic side torso armor, meaning it gets cut in half whenever faced with any real attrition. But as an upside, its speed and good leg armor make it a great Elemental transport, and carrying Elementals can help guard its side torsos... sadly most of its configurations have long range weapons while Elementals need to be brought in close. The stereotypical Ghost Bear omnimech.&lt;br /&gt;
* Warhawk/Masakari: Pure evil, bringing this to a friendly game will turn some heads. Heavily armored, average speed, the classic Warhawk carries [[Rape|FOUR CLAN ER PPCS]] in its arms, mercilessly vaporizing limbs and heads of anyone unfortunate to be caught in its sights. If that isn&#039;t enough, every variant carries a massive Targeting Computer, essentially giving the pilot an aimbot. A common variant swaps two ER PPCs for Large Pulse Lasers, allowing it to better manage its heat while firing with even greater accuracy. One of Clan Smoke Jaguar&#039;s signature designs.&lt;br /&gt;
* Gargoyle/Man o&#039;War: The infamous SpurdoMech is somewhat of an unusual design, an assault mech that moves above its weight class but has (relatively) weak leg armor. Its Prime also has the misfortune of having ballistic weapons yet too many heat sinks, its twin LB5X autocannons forcing it squarely into an anti-vehicle role. Its lack of torso weapons and its speed make it a good Elemental transport and Clan Wolf builds them in large numbers: however overall it is weaker than the lighter Timber Wolf(unless mech quirks are in play). Also somewhat popular with Clan Ghost Bear.(apparently the weird configuration works well under specialized Clan duel rules)&lt;br /&gt;
&lt;br /&gt;
* Stormcrow/Ryoken: The close combat star of the clan mediums, usually packing fists and lasers although sometimes fitted for long range.  At 97 km/h it&#039;s faster than everything it can&#039;t take down.  Doesn&#039;t get much time in the spotlight compared to its slower, heavier cousin the Mad Dog, but it comes from the same family of flexible second-gen omnimechs.  A workhorse design for many Clans but most popular with the Smoke Jaguars.  &lt;br /&gt;
* Nova/Black Hawk: One of the oldest OmniMech designs still in use, the Nova is uncommon yet universal among the Clans as a medium mech that can (briefly) throw dakka like mechs 10-15 tons heavier than itself. Infamous for running HOT with TWELVE ER Medium Lasers, the king of alpha strikes. Also has a PPC sniper variant which is quite good, and a couple configurations that try to pack ballistic weapons and missiles despite the fixed heat sinks.  &lt;br /&gt;
* Ice Ferret/Fenris: A swift yet well armored scout that can do some sniping to boot. Originally built as a harasser to counter the Timber Wolf, Clan Wolf liked it enough to capture a factory and started producing it themselves. Now is a ubiquitous sight in their touman.&lt;br /&gt;
* Viper/Dragonfly: A fast jumper, often described(incorrectly) as lacking punch. [[Cheese|Known for being one of the first mechs to combine jumping 8 hexes(extremely hard to be hit) with pulse lasers(extremely easy to hit the enemy).]] A great Elemental transport and infantry killer popular with the Ghost Bears and Wolves.&lt;br /&gt;
&lt;br /&gt;
* Adder/Puma: The largest of the Clans&#039; ubiquitous light omnimechs is a bit of an oddity. While not particularly fast for a light mech, it carries a pair of ER PPCs with a targeting computer, making it a true sniper. As an omnimech, it can switch to being a gnarly missile boat in an hour or two. Most often found among Clan Wolf(though the Fenris fits the scout role of a light mech better).&lt;br /&gt;
* Kit Fox/Uller: Similar to the Adder in most respects, though lighter armored, the Kit Fox tends to carry a more balanced assortment of weapons in its variants, rather than boating one thing in particular. Except for the EW/anti-infantry variant, which happens to have a whopping three anti-missile systems. Recently canonized as having a dedicated Arrow IV variant(read: a guided, auto-loading cruise missile launcher), meaning it can be equipped with [[Exterminatus|nuclear weapons]]. Unsurprising, given that it is produced by Clan Jade Falcon.&lt;br /&gt;
* Mist Lynx/Koshi: A 25 ton dedicated scout omnimech packing more weapons than its Inner Sphere equivalents, but nothing special as far as Clan mechs go. [[Derp|Infamous for having one less jump jet than needed to be truly evasive, putting nearly half its torso armor on its rear facing, while fully armoring the head]]. Used by Clan Smoke Jaguar in the rare OOC instance that they attempt reconnaissance.&lt;br /&gt;
* Fire Moth/Dasher: [[Meme|GOTTA GO FAST]]. A derpy little machine with arms that stretch high above its head, and speed that far exceeds anything the Inner Sphere thought a battlemech could be capable of. It still manages to have more guns than Inner Sphere mechs twice its size, too- Clan tech is just that powerful. Surprisingly the light mech of choice for Clan Ghost Bear, which actually makes a lot of sense: the Clan that prefers Elementals and plays American Football loves a mech that runs up and flings the battle armor overhand at the enemy.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://www.youtube.com/watch?v=CDR_Zpb05uk Part One of Tex&#039;s series on Clan History]&lt;br /&gt;
*[https://www.youtube.com/watch?v=3B165wbTnHs Part Two of Tex&#039;s on Clan History]&lt;br /&gt;
&lt;br /&gt;
{{Battletech Factions}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Elemental&amp;diff=126333</id>
		<title>Clan Elemental</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Elemental&amp;diff=126333"/>
		<updated>2021-11-03T22:02:12Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Elementals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Not to be confused with the [[Elemental]]s you find in fantasy.&lt;br /&gt;
[[File:Tex&#039;s_Ex.jpg|400px|thumb|right|A Clan Elemental lady, Snu Snu at your own peril]]&lt;br /&gt;
&#039;&#039;&#039;[[Elemental]]s&#039;&#039;&#039; are one of the main phenotypes of [[The Clans|Clan]] Warrior, genetically engineered to serve as [[power armor]]ed heavy heavy infantry in the [[Battletech]] universe.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
There were two developments which lead to Clan Elementals, first of all was the development of a powered exosuit for deep sea mining by Clan Goliath Scorpion in 2842. The second was Clan Hell&#039;s Horses developing a line of bulked-out soldiers. Clan Wolf wanted a slice of both of these actions. First their merchants bought the schematics for the Diving Suit designs in 2860 and soon had their Scientists began to adapt them for combat. These were ready for service in 2868 and were a nasty surprise for Clan Nova Cat. Hell&#039;s Horses challenged Clan Wolf for their new power suits and after some negotiating had their set of combat trials for the rights to manufacture the armor in exchange for the gene-tech. In the end, both sides got the others tech and they were happy with this as they both came out ahead, though other Clans would go out of their way to acquire both for themselves in the next few years. Another breakthrough for Elementals was the creation of the OmniMech’s universal docking ports. While originally made for swapping out weapons, it didn’t take too long to realize that Elementals could piggyback off of OmniMechs by mounting onto chassis docks to recharge their weapons and move along with the BattleMech units for mobility. So while reverse engineered Battle Armor by Spheroids was initially restricted to defensive warfare, Elementals were able to be on the offensive alongside their MechWarrior brethren.&lt;br /&gt;
&lt;br /&gt;
== Elementals ==&lt;br /&gt;
[[File:Prince_of_Havoc_-_Prince_Victor_Steiner-Davion_and_ilKhan_Lincoln_Osis.jpg|200px|thumb|left|&#039;&#039;&amp;quot;To the Victor go the Spoils . . . &amp;quot;&#039;&#039;&amp;lt;br&amp;gt;Prince Victor Steiner-Davion (top) faces down ilKhan Lincoln Osis (bottom), the latter in his Clan Elemental Battle Armor, at the end of the &amp;quot;Great Refusal.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Your basic Elemental stands between 2 to 2.5 meters tall and is built like a brick shithouse. They&#039;re strong, fast and resilient. As such, most elemental wash-outs end up in the Laborer caste. As is typical with Clan Warriors, they&#039;ve been trained from childhood to fight, survive, and work together as a team, with only the best of the best graduating. Even without Battle Armor, you would not want to throw down with an Elemental. In one humorous &amp;amp; bloodless example during the Clan Invasion, an undefended Draconis Combine planet tried to one-up Clan Ghost Bear with a game of American football in exchange for staying unconquered. They assumed the Bears didn’t know the game; only for the planet sport league to be [[Blood Bowl|utterly smashed]] by a team of Elementals who play it as a hobby, 84 to 3. One of the very few exceptions is if your name is [[Mary Sue|Victor Steiner-Davion]], who after a brief exchange of words dismounted from his captured Clan Daishi/Dire Wolf [[OmniMech]] and beheaded the former ilKhan of the Clans, Lincoln Osis, with a simple [[Katanas are Underpowered in d20|katana]] after Osis willingly took off his Battle Armor in an attempt to &amp;quot;teach Victor a lesson&amp;quot; just after the last remnants of his Clan Smoke Jaguar forces handily lost their part of the &amp;quot;Great Refusal&amp;quot; in the licensed novel &#039;&#039;Prince of Havoc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your basic suit of Elemental armor weighs a literal metric tonne with 250 kg of armor and is equipped with jump jets. They can operate in the vacuum of space, underwater or in heavy gravity. It has two short range missile launchers on its shoulders, and two modular mounts for weapons built into its arms. In infantry firefights, an Elemental is a goddamn nightmare able to cut a bloody swathe through squads of regular guys with guns while brushing off most of their fire. Against BattleMechs, they&#039;re small enough to hide, nimble enough to evade most fire (represented by a to-hit roll penalty in the tabletop game, but this &amp;quot;I&#039;m tiny and hard to hit&amp;quot; bonus is not reflected in the various BattleTech-related video games that Clan Elementals have appeared in) and durable enough to take a hit or two from most BattleMech-scale weaponry. The last thing that many a Federated Commonwealth or Draconis Combine Mechwarrior saw during the Clan Invasion was an Elemental busting into their cockpit.&lt;br /&gt;
[[Category: BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96866</id>
		<title>BattleMech</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96866"/>
		<updated>2021-11-03T21:45:46Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Weight Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
&lt;br /&gt;
And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
&lt;br /&gt;
== BattleMech Systems  ==&lt;br /&gt;
&lt;br /&gt;
{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
&lt;br /&gt;
== Types of BattleMechs ==&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
&lt;br /&gt;
=== Weight Class ===&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Also called SecurityMechs, they’re any Mech under 20 tonnes. Mostly used to patrol garrisons and colonies out in the boondocks for law enforcement and piracy deterrence, they’re basically an aluminum cart on legs with some machine guns or grenade launchers wired to a joystick. Marginally better than a regular armored vehicle, the difference between one of these and an IndustrialMech strapped with ordinance is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
&lt;br /&gt;
=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored with tinfoil. These speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor. These jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and mounting reasonable armor. They’re generalists who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper-thin armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and heavy armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with thick slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
&lt;br /&gt;
== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien from another IP.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens despite being an illegal IP alien as well.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96865</id>
		<title>BattleMech</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96865"/>
		<updated>2021-11-03T21:39:44Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Combat Role */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
&lt;br /&gt;
And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
&lt;br /&gt;
== BattleMech Systems  ==&lt;br /&gt;
&lt;br /&gt;
{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
&lt;br /&gt;
== Types of BattleMechs ==&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
&lt;br /&gt;
=== Weight Class ===&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Any Mech under 20 tonnes. Most of them are effectively just aluminum eggs with legs used to patrol garrisons and colonies out in the boondocks with a glock wired to a button. The difference between one of these and an IndustrialMech is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
&lt;br /&gt;
=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored with tinfoil. These speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor. These jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and mounting reasonable armor. They’re generalists who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper-thin armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and heavy armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with thick slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
&lt;br /&gt;
== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien from another IP.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens despite being an illegal IP alien as well.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96864</id>
		<title>BattleMech</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96864"/>
		<updated>2021-11-03T21:37:21Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Combat Role */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
&lt;br /&gt;
And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
&lt;br /&gt;
== BattleMech Systems  ==&lt;br /&gt;
&lt;br /&gt;
{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
&lt;br /&gt;
== Types of BattleMechs ==&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
&lt;br /&gt;
=== Weight Class ===&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Any Mech under 20 tonnes. Most of them are effectively just aluminum eggs with legs used to patrol garrisons and colonies out in the boondocks with a glock wired to a button. The difference between one of these and an IndustrialMech is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
&lt;br /&gt;
=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored with tinfoil. These speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor, these jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and reasonable armor, these are generalist units who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper-thin armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and thick armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with large slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
&lt;br /&gt;
== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien from another IP.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens despite being an illegal IP alien as well.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96863</id>
		<title>BattleMech</title>
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		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Heavy */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
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BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
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The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
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And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
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The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
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And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
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Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
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== BattleMech Systems  ==&lt;br /&gt;
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{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
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=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
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=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
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== Types of BattleMechs ==&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
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=== Weight Class ===&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Any Mech under 20 tonnes. Most of them are effectively just aluminum eggs with legs used to patrol garrisons and colonies out in the boondocks with a glock wired to a button. The difference between one of these and an IndustrialMech is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
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=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
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* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored, these speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor, these jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and reasonable armor, these are generalist units who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and thick armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with large slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
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=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
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== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
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==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien from another IP.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens despite being an illegal IP alien as well.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96862</id>
		<title>BattleMech</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96862"/>
		<updated>2021-11-03T18:51:33Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Other */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
&lt;br /&gt;
And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
&lt;br /&gt;
== BattleMech Systems  ==&lt;br /&gt;
&lt;br /&gt;
{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic control loop that can be coded). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
&lt;br /&gt;
== Types of BattleMechs ==&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
&lt;br /&gt;
=== Weight Class ===&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Any Mech under 20 tonnes. Most of them are effectively just aluminum eggs with legs used to patrol garrisons and colonies out in the boondocks with a glock wired to a button. The difference between one of these and an IndustrialMech is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
&lt;br /&gt;
=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored, these speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor, these jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and reasonable armor, these are generalist units who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and thick armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with large slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
&lt;br /&gt;
== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Wolverine&amp;diff=127292</id>
		<title>Clan Wolverine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Wolverine&amp;diff=127292"/>
		<updated>2021-11-03T18:46:28Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Aftermath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name= Clan Wolverine&lt;br /&gt;
|image= [[Image:Clan Wolverine.png|250px|center]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Clan Wolverine&#039;&#039;&#039; (also known as &#039;&#039;&#039;The Not Named Clan&#039;&#039;&#039; by Clanners and people among Clanners who don&#039;t want an [[Clan Elemental|Elemental]] knuckle sandwich) is one of the big mysteries of the BattleTech universe. This [[The Clans|Clan]] is notable for being officially disgraced and destroyed early in the history of the Clans, the truth is more complex.&lt;br /&gt;
== Origins in Clan Space ==&lt;br /&gt;
[[File:Sarah-mcevedy.png|thumb|300px|left|McEvedy, McEvedy. There&#039;s no one like McEvedy...]]&lt;br /&gt;
&lt;br /&gt;
Like the other Clans, Clan Wolverine was put together in 2807 from those SLDF forces which went with Nicholas Kerensky to Strana Mechty in the Second Exodus instead of engaging in the Pentagon Civil War. In this case, Sarah McEvedy, a reformist, was installed as Khan and who&#039;d develop issues with the way Nicky did things. During Operation KLONDIKE the Wolverines invaded the planet Circe, where she pushed against the limited rules of engagement by taking a flexible and liberal interpretation of Clan combat rules such as artillery barrages and mass targeting to overcome overwhelming enemy numbers over one-on-on dueling. Things would continue on from there. After the Pentagon Worlds were taken by the Clans, she allowed a greater degree of mobility between the Castes increasing food production in the territory that was portioned out to the Wolverines, which was seen as as a threat to Nicholas&#039; new vision. Additionally, the clan began creating new BattleMech designs that were more competitive than the SLDF vintage that most Clans had; making many of them feel threatened. &lt;br /&gt;
&lt;br /&gt;
It should be noted that McEvedy and the Wolverines were not the only people among the Clans which harbored doubts about the rather extreme course things had taken though she was the most brazen about it. While some Clans did have less rigid hierarchies and enabled modest caste transfers, Warriors still remained firmly in control. The biggest issue as far as Kerensky was concerned would be the Wolverines rallying the dissenters and threatening the society which he was forming. As such, he had the Wolverines singled out for daring to openly challenge his new vision on society and permitted the other Clan Khans to spy on them. This only made matters worse with mutual animosity rising and taking place of the listlessness most Clansmen faced with no external enemies left in Clan space.&lt;br /&gt;
&lt;br /&gt;
The final straw which broke the camel&#039;s back was that a cache of SLDF equipment including Nuclear Weapons was found in Wolverine Territory. McEvedy wanted to keep these for herself while the other Clanners wanted in on them. There was a Trial of Refusal, the Wolverines lost. Never the less, McEvedy refused to give up the nukes and fought to keep them. Knowing that a Trial of Absorption was all but guaranteed with every Clan out to attack them until they were worn ragged, McEvedy began planning contingencies. On October 11th, 2823 she denounced Nicky in the Grand Council, declared independence and stormed off.&lt;br /&gt;
=== Annihilation ===&lt;br /&gt;
A civil war broke and Clan Snow Raven&#039;s capital city was destroyed with a nuclear warhead. Officially, Clan Wolverine detonated nuclear weapons on pro-Kerensky civilians out of spite in their capital before launching nukes at Clan Snow Raven due to being their closest neighboring Clan. Unofficially, the Clan Widowmaker Khan (who held a personal grudge against the Wolverines since their early days over some personal slight) framed them by detonating a hidden nuke. The Snow Raven disaster was sadly an accident from a warhead loaded fighter being hit while targeting the Wolverines in the chaos in retaliation for the apparent nuking of civilians. Clan Wolverine was blamed and Nicky was forced to escalate the Absorption into a Trial of Annihilation against them. Fighting was brutal, but the Wolverines were outnumbered 19-1 and the rest of the Clans were not holding back. Despite this, the Wolverine&#039;s plans were not to stand and fight but rather to flee. Fearing that it would come to this, McEvedy had prepared a fleet for evacuation beforehand and managed to get much of her people, gear, and population off world after a Scorched Earth campaign in what was called Operation SWITCHBACK. Much of that was destroyed at a world named Babardos. At the end of the battle, the Widowmaker Khan later got secretly executed by the Wolverines SaKhan, Franklin Hallis, with Kerensky’s tacit approval in a secluded encirclement by the other Clans&#039; Khans before being executed himself. After the Widowmaker duplicity was exposed to the Clan&#039;s top leaders, Kerensky erased the Widowmaker Khan’s genes from their eugenics program and enacted a coverup to avoid something on par with the Wars of Reaving tearing Clan Space apart. But Wolverine survivors managed to regroup and flee towards the Inner Sphere as planned.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
To the Clans, the Wolverines became a cultural anathema. Most records were destroyed and what remained was mostly a mythologized account of betrayal of the Clans and everything they stood for, seeking to fall back into the ways which laid waste to the Inner Sphere and Star-League-In-Exile and willing to burn anyone in their way like the original SLDF’s meltdown in the Pentagon Civil Wars. Calling a Clanner a Wolverine is like calling the great grandchild of a Holocaust Survivor a Nazi, now imagine that said person was also raised to be a warrior in a highly militarized honor culture in which the approved way of solving disputes is trial by combat. When the Clans began building IIC variants of the Wolverine BattleMechs (a time tested medium design that been in production for more than two centuries prior to the Exodus), they renamed it the Conjurer. Much of what remained of Clan Wolverine was gobbled up by Clan Wolf. Ironically, the less rigid interpretation of caste mobility (with transfers of those tested and deemed competent), some of their economic reforms, and the Wolverine BattleMech designs would also be adopted with some duplicity.  In the case of the third point, some of the first OmniMechs, such as the Coyotl and Kingfisher, would be based off of the Wolverine Mercury II and Pulverizer. In addition, Clan Wolf and the Clan Council would punish the Widowmakers years later for massacring their protesting merchant caste over a trade dispute (and possibly in revenge for escalating things with the Wolverines) with a Trial of Absorption (that ironically killed Nicholas &amp;amp; drove the Wolves into a frenzy that left barely any Widowmaker warriors alive).&lt;br /&gt;
&lt;br /&gt;
== Not Quite Dead ==&lt;br /&gt;
Of course, the story of the Wolverines did not end here. While their territory was conquered and most of their top troops were killed, much of their second line troops and a decent number of civies got away from the reach of their former fellows on what was basically a Third Exodus. But here things get hazy.&lt;br /&gt;
=== Minnesota Tribe ===&lt;br /&gt;
In 2825, some strange guys showed up and began raiding the worlds of the [[Draconis Combine]] with advanced WarShips, Aerospace Fighters and BattleMechs. They did not announce who they were, but they did have the insignia of the SLDF&#039;s 331st Royal BattleMech Division (Sarah McEvedy&#039;s dad&#039;s unit) depicting a map of Minnesota which got them the Inner Sphere designation of &amp;quot;Minnesota Tribe&amp;quot;. These mysterious attacks drove Coordinator Jinjiro Kurita up the wall before disappearing but not before making him kick off the [[Succession Wars|Second Succession War]]. These were remnants of Clan Wolverine (this has been confirmed by the creators), though their exact aim is unknown. They came in, took resources and political prisoners and then left for parts unknown with unknown aims. Though this series of smash and grabs by strange outsiders one of the mysteries which got [[ComStar]]&#039;s Explorer Corps was made to solve, ultimately leading to the [[Clan Invasion]].&lt;br /&gt;
&lt;br /&gt;
=== Where are they now? ===&lt;br /&gt;
Exactly what happened to the survivors of Clan Wolverine after the Minnesota incident is unknown, both in universe and real life. Here are some speculations (both Watsonian and Dolyist in perspective) on that front...&lt;br /&gt;
* They joined up with [[ComStar]] and became the core of the religious elements that would be the [[Word of Blake]] (Unlikely, but this was the excuse used by the Great Houses to get the Clans to fight the Jihad).&lt;br /&gt;
* They became a 32nd Century warrior group called the Fidelis. (Wrong, they are the remnants of the Smoke Jaguars).&lt;br /&gt;
* They became the Umayyads in the Castillian cluster (this was a red herring from the Homworld Clan’s rumors that made the Goliath Scorpions get into a tizzy when they conquered the Castilian Cluster. This was later disproven when genetic tests and historical documents showed them to be pre-Clan SLDF holdouts who fled the Pentagon Worlds from POW camps after being imprisoned during  Operation KLONDIKE for refusing to assimilate with Clan culture). &lt;br /&gt;
* They died out (technically possible but deeply unsatisfying from a narrative perspective and not likely given their access to Star League terraforming machinery and biotechnology alongside Clan exo-wombs).&lt;br /&gt;
* They settled somewhere in the Deep Periphery after the Minnesota Tribe stint and are laying low, either just trying to live quietly while being left alone or building up and plotting payback (most likely some flavor of this based on novels and short stories).&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category: BattleTech]]&lt;br /&gt;
{{Battletech Factions}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Clans&amp;diff=479387</id>
		<title>The Clans</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Clans&amp;diff=479387"/>
		<updated>2021-11-03T18:45:10Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name= &lt;br /&gt;
|image= [[Image:Clan Logo.png|250px|center]]&lt;br /&gt;
}}&lt;br /&gt;
{{Topquote|We will purge our old ideals and ethics; those belong to the corrupt stars of the Inner Sphere, and will not serve as we begin anew. Now, while our minds are open and yearning for new insight, we must re-mold them, and fill them with the truth of our destiny. For we are destined not only to be different from those we left behind, but also better. My father knew this, and saved us from the holocaust of the Inner Sphere. I accept it as truth, and have returned to lead you, the survivors of this most bitter trial.|Nicholas Kerensky}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Is a man not entitled to the sweat of his brow?  &#039;No!&#039; says the Capellan, &#039;it belongs to the poor.&#039;  &#039;No! says the ComGuard, &#039;it belongs to humanity.&#039;  &#039;No!&#039; says the Kuritan Coordinator, &#039;it belongs to me!&#039;  I rejected those answers; instead, I chose something different.  I chose the impossible.  I chose... the Clan.  A culture where the warrior would not suffer the bureaucrat.  Where the scientist would not be bound by petty morality.  Where the able would not be ruled by the incompetent.  And by the sweat of your brow, the Clan can become your Clan as well.|Nicholas Kerensky}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Clans&#039;&#039;&#039; are a civilization in the [[Battletech]] Universe. Descended from a remnant of the [[Star League]] Defense Force which fled from the Inner Sphere when the shit hit the fan and spend the next two and a half centuries developing on their own course before [[Clan Invasion|returning back in 3049]] from the [[Deep Periphery]].&lt;br /&gt;
&lt;br /&gt;
From an IRL perspective in a very human focused setting without intelligent extraterrestrials, the Clans were designed to be very alien without actually being Aliens.&lt;br /&gt;
== History ==&lt;br /&gt;
In 2766 a guy named Stefan Amaris (ruler of the Rim World&#039;s Republic) launched a coup d&#039;état while the majority of the SLDF was out fighting rebellions in the periphery, killing the young First Lord (along with the rest of the Cameron bloodline) and seizing control of the Terran Hegemony. This started a fourteen year long civil war in which the SLDF under the command of Aleksandr Kerensky dismantled his support base and moved to liberate the Terran Hegemony in spite of being cut off from resupply and limited support by the Five Great Houses. But while he did succeed in toppling Amaris&#039; Asshole Regime, the Star League did not survive the fall of House Cameron and fell apart shortly afterwards. In spite of internecine infighting within the Great Houses, all agreed to strip Alexandr Kerensky of his authority while secretly seeking to subvert the SLDF&#039;s individual regiments as recruits for their planned wars to claim the Star League&#039;s throne. War was on the horizon between the Great Houses but Kerensky was unwilling to seize power for himself or see his remaining army and fleet used in the looming conflict. As such he got the SLDF leadership together in secret and proposed something to save the Inner Sphere and themselves: leave the Inner Sphere and start up somewhere new. Most agreed and in 2785 a fleet loaded with some six million SLDF troops, their families (including Alex&#039;s wife Katyusha and two sons Andery and Nicholas) and some folks with valuable skills left the inner sphere for greener pastures.&lt;br /&gt;
&lt;br /&gt;
After a long voyage through the unknown they found some uninhabited worlds beyond the Periphery known as the Pentagon Worlds. They set up shop, discharged most of their soldiers and began rebuilding to try to build a bastion of the Star League in Exile. For about 15 years, it seemed to work. Unfortunately some of the demobilized guys decided that they&#039;d be better off forming their own petty kingdoms and soon enough there was a big and brutal shit fight in 2800. The closest equivalent to the [[Succession Wars]] in Clan space before rhe Wars of Reaving, they’d became known as the Pentagon Civil Wars. Aleksandr (already more than 100 years old) died heartbroken, leaving everything in utter dissaray. In this chaos, his son Nicholas managed to get the support of some loyal troops and most of the SLDF Fleet and made his way to another world nearby called Strana Mechty (&amp;quot;Land of the Dream&amp;quot; in Russian) along with a number of refugees brought in later. Convinced that the current order of things and the Star League ways of thinking were fundamentally broken he decided to not only establish a new colony, but also build a new society from the ground up, dividing his warriors into twenty Clans. In 2820 the Clans returned to the Pentagon Worlds during Operation KLONDIKE, reconquering them and imposing Clan culture onto the populations of these planets.&lt;br /&gt;
&lt;br /&gt;
After Nicolas&#039;s death, the system chugged along quite well with the occasional hiccup in what was known as the Golden Century, their population rapidly expanding and new worlds being colonized. Eventually in the 2900s there was a split between two factions of The Clans: the Wardens (who felt the Clans should keep to themselves and only get involved in the Inner Sphere if it was threatened by someone else) and the Crusaders (who saw it as their duty to conquer the Inner Sphere and restore a new Clan based Star League).  Honestly, if they allowed caste mobility and injected some capitalism and used government-enforced stamps for extra luxury items as the carrot, a Clan conquest likely would have gone over pretty well all around.  Unfortunately they&#039;re master race asshats who effectively enslave everyone who isn&#039;t a warrior &#039;&#039;(as opposed to the Inner Sphere, where you&#039;re a slave because you aren&#039;t rich or have the wrong last name)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
{{topquote|Return to the Inner Sphere is impossible for us. Our heritage and our convictions are different from those we left behind. The greed of the five Great Houses and the Council Lords is a disease that can only be burned away by the passing of decades, even centuries. And though the fighting may seem to slow, or even cease, it will erupt again as long as there are powerful men to covet one another&#039;s wealth. We shall live apart, conserving all the good of the Star League and ridding ourselves of the bad, so that when we return — and return we shall — our shining moral character will be as much our shield as our BattleMechs and fighters.|Alexander Kerensky, General Order 137, December 5th, 2785. These words would be the Nucleus of the Hidden Hope Doctrine}}&lt;br /&gt;
&lt;br /&gt;
An Important fact about the Clans is that they were born from repeat societal trauma. The Ameris Coup and Civil War, the Death of Star League and the Exodus, the Exodus Civil War and the Second Exodus; these were harrowing events to live through, but also were seen as total failure of the old order of things. As such, Nicholas Kerensky and his followers were convinced that for humanity to survive society needed to be rebuilt from the ground up. Nicky did work from his specific interpretation of his father&#039;s words and borrowed elements from a lot of different historic cultures, but the aim was to start clean.&lt;br /&gt;
&lt;br /&gt;
[[File:Clan Spaniel.jpg|thumb|left|The Clans have produced fearsome genetically enhanced warriors, revolutionary BattleMechs and some darn fine cartoons (yes this is totally canon)]]&lt;br /&gt;
Even though there is a Grand Council for settling disputes and acting as a whole, each Clan operates mostly independently of its fellows. &amp;quot;Peace&amp;quot; is not really a thing in Clan Society, but war is seldom total. When the Clans are not out conquering others, they&#039;re fighting low intensity highly ritualized wars with each other. Yet, what made the Clan Homeworlds spared the Succession Wars level of violence that sent the Inner Sphere back to the stone age was the application of Zellbrigan and the Honor Road, which emphasized individual unit and warrior prowess while minimizing collateral damage. This includes codes for honorable surrender. On the downside, while material and technological matters were better preserved (if not improved upon with OmniMechs and Battle Armor), individual human lives weren’t seen as inherently valuable so concepts such as safety gear and personal healthcare were seen as things only worth providing to those who had more worthwhile skills. So while your typical Scientist, Merchant, and Technician castes has average lifespans, most Laborers and Warriors wound up dead in their 40-50’s due to combat or physical burn-out leaving them as “dead weight” if they can’t do anything useful. It’s bad enough that most elderly Warriors would rather die as disposable infantry sent in the first wave of an assault instead of starving in bed while infirm.&lt;br /&gt;
&lt;br /&gt;
Clan Society is militaristic, authoritarian, honor bound and strictly hierarchical. It&#039;s mostly built around a rigid caste system in which one&#039;s role in society is typically assigned in childhood and social mobility is a rarity. The Economies of each of the Clans is largely centrally planned and mostly concerned with producing more mechs, ships, weapons and warriors and more clanners to make and support more of those. Humans are mass produced as much as Mechs are in Clan Society. Motivated by the Clan Home-worlds  being harsher and less abundant in resources, wastefulness is discouraged while nonproductive activities such as entertainment or leisure were normally seen as incentives to get people working or in extreme cases outright banned. Most observers note that outside of agriculture, healthcare (for combat injuries), STEM topics, heavy manufacturing, and military-industrial complexes, most non-military  related tech and practices were literally frozen in the Star League era. Overall, &amp;quot;Everything for the Clan&amp;quot;, &amp;quot;The Clan Provides&amp;quot; and &amp;quot;The Clan Knows Best&amp;quot; are the overarching attitudes.&lt;br /&gt;
&lt;br /&gt;
One of the quirks of Clan Society is that most people only have a given name. More on that in a bit.&lt;br /&gt;
&lt;br /&gt;
The Castes are as such...&lt;br /&gt;
&lt;br /&gt;
* Warrior Caste: The rulers of Clan society trained the Spartan Way. Most of them are grown in bulk in industrial exowomb factories and raised in sibling companies (sibkos), but a few applicants from the general populace are let in. Many flunk out one way or another and become part of the civilian castes while many others end up dying in brutal training regimens and trials for combat. Those that become Warriors are typically hard as nails and brutal fighters. By far the smallest caste. They&#039;re three main flavors of Clan Warriors...&lt;br /&gt;
**[[Clan Elemental|Elementals]]: Battletech&#039;s answer to Space Marines, huge guys and gals who wear power armor.&lt;br /&gt;
**Pilots: Small fellows with big eyes and heads who can take a lot of Gs like the T&#039;au&#039;s Air Caste.&lt;br /&gt;
**Mech Warriors: The most regular warriors, but optimized with improved reflexes and increased neuro-helmet compatibility.&lt;br /&gt;
* Scientist Caste: Scientists, inventors, researchers and the like who expand on the Clan&#039;s knowledge base and run the eugenics programs. As the Clans have advanced technologically where the inner sphere has regressed, they&#039;ve been largely successful. The second most powerful caste in Clan society who can actually overrule the warriors on certain matters such as eugenics or technology. &lt;br /&gt;
* Technician Caste: Mechanics, engineers and spacecraft crews who keep the machinery of Clan Society humming along. They work with the Warrior Caste directly more than most.&lt;br /&gt;
* Merchant Caste: Traders as well as managers, artists and a wide variety of other functions required to run the economy of Clan Society. They have a higher status in Clan Diamond Shark, since Diamond Shark Warriors can honorably retire to this caste.&lt;br /&gt;
* Laborer Caste: The proles who do all the grunt work to keep everyone else fed, housed, equipped, armed, pooping in unclogged toilets and so forth. The largest caste.&lt;br /&gt;
* Dark Caste: Not an official caste but a bunch of outcasts which live on the edges of Clan society which makes for convenient target practice for clan warriors.&lt;br /&gt;
&lt;br /&gt;
In addition each caste has it&#039;s own internal hierarchy where merit and competition determines your pecking order. For example the Merchant Caste has retail clerks at the bottom and top negotiators for big inter-clan deals at the top. And while each caste committee is technically subordinate to the Warrior exclusive Clan Council, the council mostly let the civilian castes do what they deem best unless it deals with the Clan’s existential matters or martial affairs. In terms of warriors, the inter-Clan’s competition  is not only reflected in rising up the ranks from sib-cadet to Khan but a Desire to win a Bloodname through gaining honorable victory for their clan. Having a bloodname means they get a surname and their genes will be be guaranteed to be used to produce the next batch of Warriors while they can participate in Clan Council. Really accomplished scientists can be awarded a Labname like &amp;quot;Einstein&amp;quot; or &amp;quot;Darwin&amp;quot;, but non-Scientists rarely use them.&lt;br /&gt;
&lt;br /&gt;
A big part of Clan Society, especially in the Warrior Caste, is tradition and ritual. On the whole they have a rather &amp;quot;meh&amp;quot; view of religion, but it&#039;s role is largely filled by the Hidden Hope Doctrine and a cult of personality mixed with hero worship of the Clan’s original leaders. Alexander and Nicholas Kerensky are all but worshiped as &amp;quot;the Founders&amp;quot;. Warriors must past through a variety of trials to achieve position and within the Clan&#039;s hierarchy. The Clans preserve and teach their history through the Remembrance, a long epic poem that summarizes each Clan’s glory. This too is another motivation for warriors to do their best in combat or competing to rise up the ranks and earn a Bloodname; the more they stand out positively, the more likely their genes will be added into the gene pool for scientists to add to the exo-wombs to spawn more sibkos and the more likely their name will be recorded in the Clan Remembrance with honor. Conversely, any disgrace a warrior commits risks anything from demotion at best to outright eliminating their entire Bloodname’s BloodHouse from the Clan’s records and genetic repository. In general they try to cultivate an air of mystery. All of which are conceived to reinforce the ideals of The Clans and Clan identity into future generations on an emotional level. On the same note, Clanners tend to be very conformist with little tolerance for un-Clanlike Behavior at the best of times.&lt;br /&gt;
&lt;br /&gt;
In particular in their mythologized view of history Star League was a bountiful paradise despoiled by the greed and spite by wicked petty power hungry leaders, especially the five Great House (in of itself this is not a bad interpretation of events). As such they view the people of the Inner Sphere having fallen into Barbarism. This is notable because it gives them a standard to define themselves against as well as prejudices their outlooks against others.&lt;br /&gt;
&lt;br /&gt;
== Individual Clans ==&lt;br /&gt;
There are originally twenty clans formed by Nicholas Kerensky but over the course of the centuries, many were destroyed or absorbed into other factions. Besides the others mentioned on the Battletech page, the most relevant ones are the ones below.&lt;br /&gt;
[[Category: BattleTech]]&lt;br /&gt;
* &#039;&#039;&#039;Clan Wolf&#039;&#039;&#039;: The first &amp;quot;Mary Sue&amp;quot; Clan, having the ilKhan along their ranks kinda marks you for that. Also known for fielding the Timber Wolf which plenty call a poster boy for the series. They actually won their objectives in the battle of Tukayyid.  As of a recent novel, they&#039;re now ilClan with Jade Falcon as their bodyguard and Smoke Jaguar reconstituted as their special forces.&lt;br /&gt;
* &#039;&#039;&#039;Clan Jade Falcon&#039;&#039;&#039;: The other &amp;quot;Mary Sue&amp;quot; Clan. Also the Purist Clan, since they are staunch traditionalists which stick with Nicky&#039;s vision as tightly as they can. When you think of honor-crazed warrior cultures that went full murder-hobo, you&#039;re thinking Jade Falcon. Were the asshats that invaded &#039;&#039;&#039;MY HOME PLANET&#039;&#039;&#039; in the animated series. They earned themselves a draw on Tukayyid at about the last minute.&lt;br /&gt;
* &#039;&#039;&#039;Clan Smoke Jaguar&#039;&#039;&#039;: The Asshole Clan. Aggressive militarists who value only strength and treat their civilian castes like crap. They make Jade Falcon look nice as the green birb gets that rewarding loyal productivity gets you more of it. They earned getting smoked on Tukayyid, bidding away a vast majority of their forces to get the first deployment and only to have them repeatedly baited into ambush after ambush on Tukayyid by being the most aggressive Clan during the invasion, and ultimately demolished in the Second Star League&#039;s counterattack during the Trial of Refusal.&lt;br /&gt;
* &#039;&#039;&#039;Clan Diamond Shark/Sea Fox&#039;&#039;&#039;: The Money Clan. Once Clan Sea Fox until they saw a Diamond Shark devour a Sea Fox whole. Fitting that their fighting strength was almost wiped out in Tukayyid due to their inexperience in fighting a actual war as opposed to the dance and diddy that the Clans call a war. Currently going by Clan Sea Fox again, mostly run by merchants after their warrior caste was basically butchered to the last.&lt;br /&gt;
* &#039;&#039;&#039;Clan Ghost Bear&#039;&#039;&#039;: The Practical Clan. Moderate fence sitters that actually attempt to do their homework on their foe? My God, it is like they have a brain... At any rate, Ghost Bear are unusual for the Clans in that they actually practice something akin to normal family structures, and were slow to adapt new tactics but moved in a steady pace for effect. The other Clan that got a draw on Tukayyid. They eventually shacked up with the [[Free Rasalhague Republic|Rasalhagues]] to make their own hybrid state.&lt;br /&gt;
* &#039;&#039;&#039;Clan Coyote&#039;&#039;&#039;: The Survivor Clan. Initially did fantastically for themselves as a noble practitioner group of Zellbringen as well as best buddies with Clan Wolf, as well as being the clan directly responsible for the development of OmniMech technology and their Khan was briefly IlKhan for a bit before a Snow Raven plot killed her. Since that point, they&#039;ve largely been sent away from Clan Space after the Wars of Reaving, but still survive to this day, though far more ruthless in their aims.&lt;br /&gt;
* &#039;&#039;&#039;Clan Snow Raven&#039;&#039;&#039;: The Sneaky Clan. Due to a series of major military disasters early on in their history, this clan has spent most of it&#039;s time playing realpolitik against itself and the rest of the Clans, preferring to stay out of open confrontation due to their lackluster forces. Have a lot of naval prowess due to their occasional need to hit the stellar bricks. Eventually shacked up with the Outworlds Alliance government to become the Raven Alliance.&lt;br /&gt;
* &#039;&#039;&#039;Clan Goliath Scorpion:&#039;&#039;&#039; The Stoner Clan with a twist of Indiana Jones treasure hunting. Have a deep preference for extremely precise strikes as opposed to brute forcing their way through things, while also requiring getting absolutely blasted on refined scorpion venom. Deep Warden feelings and an obsession with the past meant they basically kept themselves out of most clanner bullshit unless pressed. They also had a habit of trying to secure bloodlines or artifacts linked the the Star League and actually think they can find them with visions induced by said cocktail of narcotic scorpion venom. Eventually got into trouble for illegally adding bloodlines to their eugenics program from the [[Mercenaries (Battletech)|SLDF descended Eridani Light Horse]] and just fucked off to the [[Deep Periphery]] to go fight the conquer the Castilian Cluster and the Hanseatic League to start their own empire.&lt;br /&gt;
* &#039;&#039;&#039;Clan Hell&#039;s Horses:&#039;&#039;&#039; The Biker Clan, for as much as one can be a Biker in Battletech. Known primarily for their use of combat vehicles rather than Mechs. Hells Horses has the distinction of being an extremely stable Clan, if not the most powerful, due to their personal belief that all within it, including the Freeborn, serve the [[greater good]] of the Clan. Eventually fucked off to the Inner Sphere, with a hardliner contingent remaining behind and becoming a different clan altogether.&lt;br /&gt;
* &#039;&#039;&#039;Clan Fire Mandrill&#039;&#039;&#039;: The Horde Clan. Set up almost the exact opposite way as Hell&#039;s Horses, as it is organized in to dozens of mini-Clans called &#039;&#039;Kindraa&#039;&#039;, who often fought amongst themselves just as much as they fought other Clans. Unsurprisingly, they got completely wrecked by the Wars of Reaving.&lt;br /&gt;
* &#039;&#039;&#039;[[Clan Wolverine]]&#039;&#039;&#039;: The Not-Named Clan whom all the other Clans hate with a burning passion.&lt;br /&gt;
&lt;br /&gt;
== Clan Military ==&lt;br /&gt;
Each Clan has it&#039;s own military collectively called a Touman. They share some common practices and conventions laid out by Nicholas Kerensky, but within said boundaries each Clan is free to set up their forces more or less as they see fit, and usually each does according to their Clan&#039;s ouvre. Of course, what makes the Clans so dangerous regardless of their individual affiliation is their [[OmniMech]]s, which were often lightyears ahead in terms of modular design and technological strength of the Inner Sphere&#039;s BattleMechs. On top of that, their tendency of using jump-jet equipped power armored infantry piggybacking off of their OmniMechs enabled them to have swarms of MEQ’s either ripping vehicles or bunkers when BattletMech use would be deemed overkill.&lt;br /&gt;
&lt;br /&gt;
But while they hold a technological edge, where the Clans falter greatly is in tactical strength. Most Clan warfare prior to the invasion was limited to the honor-bound, extremely skirmish-heavy battles fought between each other where both sides showed up, told each other what they&#039;d be fighting with, and often fighting only in significant duels. All this was supplemented with a heavy emphasis on Mech warfare (or whatever hat the individual Clan wears), a massive culture-wide bias against intelligence gathering due to it being &amp;quot;dishonorable&amp;quot;, and what the Zellbringen code allows; which meant they often plopped only the bare minimum of assets down to complete their missions as a personal dare to win with as little as possible. While in theory this is done to both minimize casualties and keep valuable resources alive and working for the Clan to use, the simple fact of the matter is Clanner warfare is continually hamstrung by itself; The Inner Sphere Successor States are under absolutely no delusions about war being an honorable thing, and were able to effectively fracture their entire society by daring to be cute with their own ideas of warfare, coming to one of the harshest wake-up calls they ever got in the Battle of Tukayyid, and any gains they took from the Inner Sphere from the initial invasion almost immediately began to crumble as their attitudes towards their new subjects ultimately plopped them into a series of guerilla wars, something utterly alien to them. Some Clans wised up and decided to try and learn something from this, others have yet to understand why things happened the way they did and returned to the Periphery.&lt;br /&gt;
&lt;br /&gt;
The Clans tend to organize themselves depending on their culture, but generally speaking have their own military structure. Unlike the Inner Sphere which uses the traditional &amp;quot;chain of command&amp;quot;, &amp;quot;grunt to general&amp;quot; approach, the Clans do not necessarily have an officer system by the traditional method. Every Warrior is considered roughly the same until you get to the Point Commander rank, at which point traditional methods kick back in, but even so the relationship is much less formal. Every part of the Clan Touman is organized into a &amp;quot;Base Five&amp;quot; system, which organizes everything into even groups of five.&lt;br /&gt;
&lt;br /&gt;
The Clan Toumans are (typically) organized into:&lt;br /&gt;
* Point: 1 Mech, 2 Tanks, 5 Elementals or 25 Regular Infantry&lt;br /&gt;
* Star: 5 Points. Considered the &amp;quot;base&amp;quot; unit of Clan warfare. Most Stars are all of one combat role, as mixed Stars tend to do poorly.&lt;br /&gt;
* Binary: 2 Stars. The point at which Combined Arms becomes feasible.&lt;br /&gt;
* Trinary: 3 Stars&lt;br /&gt;
* Cluster: 3-5 Binaries&lt;br /&gt;
* Galaxy: 3-5 Clusters, plus an extra Trinary for Command. Generally a logistical designation because the process of Clan warfare bidding down typically ensures that Galaxies will only ever be deployed rarely.&lt;br /&gt;
&lt;br /&gt;
===== Mechs =====&lt;br /&gt;
&lt;br /&gt;
Due to the fact that they showed up out of nowhere unannounced besides a few Batchalls, Clan Battlemechs have both official names and Inner Sphere code names. The following &amp;quot;original sixteen&amp;quot; are the most common frontline OmniMechs used in the invasion, and found in most Clans&#039; toumans:&lt;br /&gt;
&lt;br /&gt;
* [[Timber Wolf|Timberwolf/Mad Cat]]: The Clanner&#039;s most famous mech. Actually quite a preposterously expensive thing, but the fact it can blast it&#039;s way through Assault Mechs makes it a favorite. It&#039;s Inner Sphere name comes from their targeting computers being incapable of deciding whether or not it&#039;s a &#039;&#039;Marauder&#039;&#039; or a &#039;&#039;Catapult&#039;&#039;, and so flashed MAD CAT over and over whenever it showed up. Developed(and produced exclusively) by Clan Wolf, though most other Clans acquired them by trade or salvage during the century leading up to the invasion.&lt;br /&gt;
* Mad Dog/Vulture: The Clan&#039;s OTHER most famous mech.  Basically the Timberwolf&#039;s leaner, scrappy little brother, resembling the Inner Sphere&#039;s Archer.  Follows the same basic concept of shoulder mounted missiles and arm mounted energy guns, but has a little more pod space in exchange for a lighter chassis and armor. Can hot-swap the LRMs for an absurd number of SRMs, [[What|or its entire loadout for a pair of Gauss Rifles]]. First built by Clan Smoke Jaguar but most popular with the Ghost Bears.&lt;br /&gt;
* Summoner/Thor: The Summoner fills the unusual role of being a heavy mech that sacrifices weaponry for mobility, generally giving up redundancy in its weapons in order to carry jump jets and maintain a flexible loadout with less capacity.  The result is a mech that&#039;s pretty good at moving in fast and bullying things smaller than itself, but doesn&#039;t want to tangle with assault class stuff unless it has weight of numbers; not because it doesn&#039;t have the armor (see the Hellbringer and Executioner) but because it doesn&#039;t bring [[dakka|enough guns]]. Resembles the Inner Sphere&#039;s Thunderbolt. The favorite mech of Clan Jade Falcon.&lt;br /&gt;
* Hellbringer/Loki: A glass cannon, carrying a versatile array of weaponry at the cost of having laughably weak armor for a heavy mech. Its primary configuration resembles the Inner Sphere&#039;s Warhammer, with twin ER PPCs in the arms mated to a targeting computer, backup lasers and anti-infantry weapons. The other favorite mech of Clan Jade Falcon.&lt;br /&gt;
&lt;br /&gt;
* Dire Wolf/Daishi: The last word in mech-to-mech encounters. Where the Summoner is happy being a schoolyard bully and the Hellbringer is minmaxxed for DPS, the Dire Wolf is just one huge chungus that simply does not care what the enemy brought.  100 tons, unapologetically slow, with an absurd amount of firepower and armor, this is the ultimate assault mech. Barring a lucky headshot this mech will outlast and crush anything you throw its way; underestimate it at your own peril. This is the mech every Mechwarrior dreams of piloting, and many important figures(Natasha Kerensky, Victor Steiner-Davion, Hohiro Kurita) design their own(even stronger) custom variants. This design was fought over between Clan Wolf and Clan Smoke Jaguar and also produced secretly on Outreach by Wolf&#039;s Dragoons.&lt;br /&gt;
* Executioner/Gladiator: A strange take on the concept of an Assault Mech. At 95 tons it can mount a lot of equipment, but focuses on mobility through jump jets and MASC. As the downside to this, it has anemic side torso armor, meaning it gets cut in half whenever faced with any real attrition. But as an upside, its speed and good leg armor make it a great Elemental transport, and carrying Elementals can help guard its side torsos... sadly most of its configurations have long range weapons while Elementals need to be brought in close. The stereotypical Ghost Bear omnimech.&lt;br /&gt;
* Warhawk/Masakari: Pure evil, bringing this to a friendly game will turn some heads. Heavily armored, average speed, the classic Warhawk carries [[Rape|FOUR CLAN ER PPCS]] in its arms, mercilessly vaporizing limbs and heads of anyone unfortunate to be caught in its sights. If that isn&#039;t enough, every variant carries a massive Targeting Computer, essentially giving the pilot an aimbot. A common variant swaps two ER PPCs for Large Pulse Lasers, allowing it to better manage its heat while firing with even greater accuracy. One of Clan Smoke Jaguar&#039;s signature designs.&lt;br /&gt;
* Gargoyle/Man o&#039;War: The infamous SpurdoMech is somewhat of an unusual design, an assault mech that moves above its weight class but has (relatively) weak leg armor. Its Prime also has the misfortune of having ballistic weapons yet too many heat sinks, its twin LB5X autocannons forcing it squarely into an anti-vehicle role. Its lack of torso weapons and its speed make it a good Elemental transport and Clan Wolf builds them in large numbers: however overall it is weaker than the lighter Timber Wolf(unless mech quirks are in play). Also somewhat popular with Clan Ghost Bear.(apparently the weird configuration works well under specialized Clan duel rules)&lt;br /&gt;
&lt;br /&gt;
* Stormcrow/Ryoken: The close combat star of the clan mediums, usually packing fists and lasers although sometimes fitted for long range.  At 97 km/h it&#039;s faster than everything it can&#039;t take down.  Doesn&#039;t get much time in the spotlight compared to its slower, heavier cousin the Mad Dog, but it comes from the same family of flexible second-gen omnimechs.  A workhorse design for many Clans but most popular with the Smoke Jaguars.  &lt;br /&gt;
* Nova/Black Hawk: One of the oldest OmniMech designs still in use, the Nova is uncommon yet universal among the Clans as a medium mech that can (briefly) throw dakka like mechs 10-15 tons heavier than itself. Infamous for running HOT with TWELVE ER Medium Lasers, the king of alpha strikes. Also has a PPC sniper variant which is quite good, and a couple configurations that try to pack ballistic weapons and missiles despite the fixed heat sinks.  &lt;br /&gt;
* Ice Ferret/Fenris: A swift yet well armored scout that can do some sniping to boot. Originally built as a harasser to counter the Timber Wolf, Clan Wolf liked it enough to capture a factory and started producing it themselves. Now is a ubiquitous sight in their touman.&lt;br /&gt;
* Viper/Dragonfly: A fast jumper, often described(incorrectly) as lacking punch. [[Cheese|Known for being one of the first mechs to combine jumping 8 hexes(extremely hard to be hit) with pulse lasers(extremely easy to hit the enemy).]] A great Elemental transport and infantry killer popular with the Ghost Bears and Wolves.&lt;br /&gt;
&lt;br /&gt;
* Adder/Puma: The largest of the Clans&#039; ubiquitous light omnimechs is a bit of an oddity. While not particularly fast for a light mech, it carries a pair of ER PPCs with a targeting computer, making it a true sniper. As an omnimech, it can switch to being a gnarly missile boat in an hour or two. Most often found among Clan Wolf(though the Fenris fits the scout role of a light mech better).&lt;br /&gt;
* Kit Fox/Uller: Similar to the Adder in most respects, though lighter armored, the Kit Fox tends to carry a more balanced assortment of weapons in its variants, rather than boating one thing in particular. Except for the EW/anti-infantry variant, which happens to have a whopping three anti-missile systems. Recently canonized as having a dedicated Arrow IV variant(read: a guided, auto-loading cruise missile launcher), meaning it can be equipped with [[Exterminatus|nuclear weapons]]. Unsurprising, given that it is produced by Clan Jade Falcon.&lt;br /&gt;
* Mist Lynx/Koshi: A 25 ton dedicated scout omnimech packing more weapons than its Inner Sphere equivalents, but nothing special as far as Clan mechs go. [[Derp|Infamous for having one less jump jet than needed to be truly evasive, putting nearly half its torso armor on its rear facing, while fully armoring the head]]. Used by Clan Smoke Jaguar in the rare OOC instance that they attempt reconnaissance.&lt;br /&gt;
* Fire Moth/Dasher: [[Meme|GOTTA GO FAST]]. A derpy little machine with arms that stretch high above its head, and speed that far exceeds anything the Inner Sphere thought a battlemech could be capable of. It still manages to have more guns than Inner Sphere mechs twice its size, too- Clan tech is just that powerful. Surprisingly the light mech of choice for Clan Ghost Bear, which actually makes a lot of sense: the Clan that prefers Elementals and plays American Football loves a mech that runs up and flings the battle armor overhand at the enemy.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://www.youtube.com/watch?v=CDR_Zpb05uk Part One of Tex&#039;s series on Clan History]&lt;br /&gt;
*[https://www.youtube.com/watch?v=3B165wbTnHs Part Two of Tex&#039;s on Clan History]&lt;br /&gt;
&lt;br /&gt;
{{Battletech Factions}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6E62:E98F:7559:1C38:9A64:F313</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96861</id>
		<title>BattleMech</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96861"/>
		<updated>2021-11-03T18:08:44Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* BattleMech Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
&lt;br /&gt;
And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
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== BattleMech Systems  ==&lt;br /&gt;
&lt;br /&gt;
{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
&lt;br /&gt;
=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors, C3 data networking gear, stealth armor, Mech-sized tasers, targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic loop). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
&lt;br /&gt;
== Types of BattleMechs ==&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
&lt;br /&gt;
=== Weight Class ===&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Any Mech under 20 tonnes. Most of them are effectively just aluminum eggs with legs used to patrol garrisons and colonies out in the boondocks with a glock wired to a button. The difference between one of these and an IndustrialMech is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
&lt;br /&gt;
=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored, these speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor, these jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and reasonable armor, these are generalist units who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and thick armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with large slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
&lt;br /&gt;
== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
&lt;br /&gt;
==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]]&lt;/div&gt;</summary>
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		<id>http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96860</id>
		<title>BattleMech</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BattleMech&amp;diff=96860"/>
		<updated>2021-11-03T17:19:15Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6E62:E98F:7559:1C38:9A64:F313: /* Super Heavy */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;BattleMechs&#039;&#039;&#039; are [[Mecha|legged armored fighting vehicles]] in the [[BattleTech]] Universe. Standing between 8 and 14 meters tall and heavily armed and armored, they are the main heavy ground combat vehicles. A person who operates a BattleMech is known as a MechWarrior.&lt;br /&gt;
&lt;br /&gt;
BattleMechs are what Starfleet Starships are to Star Trek, [[Lightsaber]]s are to Star Wars and Space Marines are to [[Warhammer 40,000]]. They are the specific &#039;&#039;&#039;Battle&#039;&#039;&#039;field &#039;&#039;&#039;Tech&#039;&#039;&#039;nology that the setting is named for.&lt;br /&gt;
== History ==&lt;br /&gt;
The BattleMech is the end result of the Myomer technology&#039;s use by IndustrialMechs; the Terran Hegemony saw that on some backwater worlds and colonies that some desperate garrisons would use IndustrialMechs for back-line combat, and wanted to see if the technology was actually viable for long-term combat operations. The Hegemony placed Dr. Gregory Atlas, one of the finest scientists of the time, in charge of the project, as he and an army of Hegemony scientists worked to refine the tech for military purposes. The results of these top-secret projects came the tests of the &#039;&#039;[[Mackie]]&#039;&#039; of the 2439, which worked so well that the Hegemony almost immediately chose to put it into production, completely changing the face of warfare from that point on. The Hegemony, naturally, tried to keep this shit under wraps for quite some time, trying to amass as many of them as possible before finally getting the chance to use them against the [[Draconis Combine]] in 2443, completely devastating the Kurita forces save for one tank, who told the greater Inner Sphere community of this miraculous and terrifying new tech. Naturally, everyone and their grandma tried to get their hands on it, taking less than 12 years before the Lyran Commonwealth&#039;s daring raid on the planet of Hesperus II received the plans, and therefor the rest of the Inner Sphere began to make their own mechs for warfare, and the Age of War got some great use out of the new tech, which ironically was actually only a prelude to the real zenith of BattleMech development; the birth of the [[Star League]].&lt;br /&gt;
&lt;br /&gt;
The Star League meant the end of the Great Houses playing grab-ass for power (at least, officially) and that all military technology was in the hands of a single monolithic power in relative peace and prosperity, and therefor development of the tech skyrocketed. The invention of Jump Jets, Gauss Rifles, the LAM mech, and myriad electronic and internal improvements, as well as a massive explosion of Mech variants meant that as humanity saw it&#039;s peak, so did the BattleMech, even if it only lasted a few hundred years. All of this however came to a grinding halt with the sudden slaying of First Lord John Nicholas II by Stefan Amaris and his Amaris Civil War, where the SLDF had to use everything at it&#039;s disposal to gain vengeance for their fallen lord. This stagnation was further exacerbated by the SLDF largely fucking off to the Deep Periphery where nobody would see them again for almost 500 years, leading directly in to the Succession Wars. &lt;br /&gt;
&lt;br /&gt;
The Succession Wars sent humanity on an increasing backslide of technological progress, and the BattleMech suffered dearly for it, to the point that whole classes of Mech almost went extinct due to the sheer level of cost, lack of resources, and plain old lost plans and factories that ultimately wiped scores of Mechs from battlefields across the Inner Sphere. This was only halted 28 years into the 31st century with an enterprising [[Free Worlds League|Free Worlder]]&#039;s unbelievable discovery on the devastated world of Helm; the cave system that spanned much of the underground around the ruined world&#039;s old capital held an amazing discovery of a massive Star League-era cache of information stored deep underground that housed life-changing blueprints, schematics of mechs long thought to be rumor or museum pieces, exact material needs, and weapons that hadn&#039;t been seen in the Inner Sphere for decades. Naturally, [[ComStar]] tried to get their grubby paws on it all with the intention to destroy it, but the Mercenaries that&#039;d been granted access to the world of Helm fought them off and aggressively disseminated copies of the information throughout the Inner Sphere in order to get back at ComStar for blaming them for war crimes. This set off a new renaissance of development of the technology.&lt;br /&gt;
&lt;br /&gt;
And then the Clans showed up and changed everything with what they had been working on with all that time out in the boondocks.&lt;br /&gt;
&lt;br /&gt;
== The utility of a BattleMech ==&lt;br /&gt;
An often asked question (usually by smartasses in the BattleTech general threads) is just how useful a Mech is in a universe that is harder science-fiction than say, [[Star Wars]] or [[40k]], given that they share a universe with Tanks, Hovertanks, AeroSpace Fighters, and Powered Armor. The Answer is largely in both the way wars are fought in BattleTech, and also in performance per C-Bill. &lt;br /&gt;
&lt;br /&gt;
The BattleMech has many advantages that Tanks and Fighters simply can&#039;t match in open combat; while an AeroSpace Fighter can absolutely fly better and move faster than any Mech, it&#039;s usually more resource intensive to use in ground warfare and is generally better served in upper atmosphere trying to tie up DropShips and the like. The Tank is venerable, mounts all the same guns as a Mech, and hasn&#039;t been completely replaced by them and probably never will be, but even with the advances in Fission technology, many tanks in-universe are still dependent on comparitively archaic fuel sources and design methods (such as treads and structural weakpoints that suddenly became much less forgivable in a time of big stompy mechs) that keep them limited to support or artillery roles. The BattleMech, any of them at all, might be expensive, but they don&#039;t have to worry that much about fueling, all of their armaments are usually far more numerous and pack a much more painful punch than anything else, and they have the very useful ability to effectively negate most difficult terrain due to their sheer size, weight, and ability to move like a human does in most cases, and if they happen to run into some, a good majority of Mechs can simply use Jump Jets to get around them. Some can even get shot to pieces and still run if they manage to keep all the vital shit in one piece, though the company the MechWarrior works for will probably be out a good amount of C-Bills and time for repairs.&lt;br /&gt;
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And regarding the warfare, BattleTech&#039;s universe has a mutually agreed upon set of rules of warfare in the Inner Sphere and also from the Clans that typically ensures that something that can hit a target hard, fast, coordinate with other units, and then protect that position better than the other side could, often many at a time. A legion of tanks might be able to do that, and as cool as Aerospace Fighters are, they&#039;re simply not built to handle that kind of sustained combat with clear ground objectives like a lance of four Mechs, usually all around the same size and with varied payload description, could do on their own. There is a &#039;&#039;reason&#039;&#039; everyone who didn&#039;t have the tech at the time wanted one; it saves money in the long run to cut a whole company of soldiers and tanks&#039; firepower down into four giant robots that can shrug off (or at least not be downed by) being shot with an artillery cannon.&lt;br /&gt;
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Also it&#039;s the [[AWESOME|fucking tightest shit imaginable]], and if you seriously need to ask the question &amp;quot;why would someone want to pilot a giant robot&amp;quot; then I&#039;m afraid this game just isn&#039;t for you.&lt;br /&gt;
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== BattleMech Systems  ==&lt;br /&gt;
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{{topquote|&amp;quot;Reactor online. Sensors online. Weapons online. All systems nominal.&amp;quot;|Battlemech Computer activation sequence - hyping MechWarrior video gamers since 1989}}&lt;br /&gt;
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=== Weaponry ===&lt;br /&gt;
* &#039;&#039;&#039;Lasers&#039;&#039;&#039;: Basic directed energy weapon. They are fairly cheap, do fairly consistent damage and since they&#039;re powered by the mech&#039;s reactor they don&#039;t need ammo. That said while they do burn into your enemies&#039; armor, they also generate waste heat. &lt;br /&gt;
**&#039;&#039;&#039;Small Laser&#039;&#039;&#039;: Low power and low range, often used on light mechs or as &amp;quot;we got half a ton to spare, why not?&amp;quot; add ons to heavier ones.&lt;br /&gt;
**&#039;&#039;&#039;Medium Laser&#039;&#039;&#039;: Your basic laser gun.&lt;br /&gt;
**&#039;&#039;&#039;Large Laser;&#039;&#039;&#039;: Heavier, long range laser.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Laser&#039;&#039;&#039;: Can be small, medium or large. As opposed to a single blast, Pulse Lasers fire several successive times in order to increase damage, though the heat they generate is much higher on average than the normal variants.&lt;br /&gt;
* &#039;&#039;&#039;Autocannons&#039;&#039;&#039;: Abbreviated as &#039;&#039;AC&#039;&#039;. An enormous machine gun/cannon that fires explosive shells in short bursts. Autocannons have variable ammo caliber sizes and are mostly grouped into categories of default damage numbers. While they don&#039;t generate much heat and are often times much better at taking armor off a Mech, they&#039;re also dependent on their hard ranges of minimum distance, requiring a lot of maneuvering to make work.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/2&#039;&#039;&#039; - The sniper rifle of Autocannons. While it&#039;s next to useless in a close-range firefight, it&#039;s good at taking potshots from a distance that even LRMs can&#039;t reach. Almost anything that has one usually loads up on special munitions to offset the loss of damage.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/5&#039;&#039;&#039; - Arguably the first Autocannon ever made, it does respectable but not especially impressive damage at longer ranges, and can open just the right armor type in a pinch.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/10&#039;&#039;&#039; - The gold standard of Autocannons simply due to it&#039;s sheer utility; it can do some real damage, has a reasonable range, but critically it also has no minimum range that the MechWarrior has to consider when using it. Most &#039;Mechs that have an Autocannon will almost certainly default to this or any variant of it.&lt;br /&gt;
** &#039;&#039;&#039;Autocannon/20&#039;&#039;&#039; - The short-range, big damage variant. Can only shoot about a few hundred yards out, but anything dumb enough to be in it&#039;s range is pretty much scrap if the Autocannon lands more than one hit.&lt;br /&gt;
* &#039;&#039;&#039;Particle Projector Cannons&#039;&#039;&#039;: The other standard Energy weapon, but generally much spicier than any Laser. A massive Cannon that fires a concentrated stream of ions and protons at a target at such velocity and strength that the Mech it&#039;s attached to experiences a kickback from it. The Mech that gets hit can experience serious electrical damage from the volley, and as such they are prized parts of any Mech it&#039;s attached to; rivalling Autocannons in terms of overall usefulness. The Mech it&#039;s attached to has inhibitors to prevent the cannon from frying it&#039;s own circuits, but some mad lads play dangerously and pull that particular thing off in dire straits to see what happens when they let the PPC really cook.&lt;br /&gt;
* &#039;&#039;&#039;Missiles&#039;&#039;&#039;: You know how these work; a big rocket full of boom comes straight down on your opponent&#039;s face. Most Mechs that have them have a dedicated platform designed to deliver the payload; from dedicated missile systems designed to be fired at short, medium, or long ranges aided by fire control systems, or simpler, fixed range missile launchers like the Arrow IV that are designed to even out the terrain of a particularly unlucky stretch of land. Very useful, but prone to jamming due to a reliance on computer tracking.&lt;br /&gt;
* &#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;: A Gauss Cannon that has been standardized with powerful electromagnets to shoot a solid metal melon straight into and more often than not through opposing mechs. It generates almost no heat and is quite powerful, but is incredibly energy intensive and often enormous, requiring Mechs to almost be built around that weight limitation rather than the Rifle around the Mech&#039;s limitations.&lt;br /&gt;
* &#039;&#039;&#039;[[Flamer]]s&#039;&#039;&#039;: They&#039;re in BattleTech too! You use them for almost the exact same purpose as you would in another wargame; melting infantry. This is much less useful in BattleTech however given that almost nobody uses full-on infantry anymore, but it can be helpful to raise the heat of a Mech to intolerable levels. The Capellans later invented a variant called Plasma (&amp;lt;s&amp;gt;no, not [[Plasma|that one]]&amp;lt;/s&amp;gt;) which uses ionized &amp;amp; viscous foam bullets launched at infantry or light armor like modern white phosphorus or napalm.&lt;br /&gt;
* &#039;&#039;&#039;Machine Guns&#039;&#039;&#039;: For killing squirrels. If you&#039;re in a mech primarily armed with these you&#039;re mostly just there to keep infantry or restless insurgents tied up, or, and I&#039;m sorry to have to break it to you now, you&#039;re in the Mech that&#039;s expected to die. Machine guns can also be used in Anti Missile Systems like real life Active Protective Systems on modern tanks, blasting those pests out of the sky before they can mess up the paint job. They&#039;re also a component for Anti-Battle Armor modules to keep Pesky Clanner Elementals from tearing into your cockpit to shoot you in the face.&lt;br /&gt;
* &#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;: While initially wildly impractical as an idea since a mech can carry giant guns and finish a fight against other Mechs without the use of a hand-to-hand weapon, the Succession Wars were such a resource drain that stuff like PPCs and even some variations of lasers couldn&#039;t be reliably manufactured and bolted to the giant robot, so mech-sized melee weapons found themselves making comebacks. As they do a point of damage per a certain amount of tonnage from the attacking mech and generate no heat, they can acquit themselves quite well if given to the right MechWarrior, but being in melee range for BattleMechs is generally not a good idea unless it was built/rebuilt from the ground up to brawl.&lt;br /&gt;
** &#039;&#039;&#039;Punch&#039;&#039;&#039;: Most Mechs in the game have some form of hand actuator, which means the most basic form of harm that a human can do is very much available to their giant metal toys. Games running Design Quirk rules can augment certain mechs with the &amp;quot;Battlefists&amp;quot; quirk, which gives further bonuses to hit on such an attack.&lt;br /&gt;
** &#039;&#039;&#039;Hatchet&#039;&#039;&#039;: A giant meat cleaver pioneered by the Lyrans. Does a point of damage per every 5 tons of Mech. Given that the average mech in the Lyran Commonwealth is probably 70 tons or more, this makes it a much more dangerous thing than it initially sounds.&lt;br /&gt;
** &#039;&#039;&#039;Sword&#039;&#039;&#039;: A standardized sword created as an alternative to the Lyran Hatchet by the Combine. It does a point of damage plus one for every Ten tons of Mech.&lt;br /&gt;
** &#039;&#039;&#039;Claw&#039;&#039;&#039;: A hand actuator of the Mech is replaced with a mechanical claw with hardened steel fingers filed to sharp points. Does a point of damager per every 7 tons of mech. Usually seen in the battle arenas of Solaris, it can be an inexpensive armor remover.&lt;br /&gt;
** &#039;&#039;&#039;Vibroblade&#039;&#039;&#039;: The closest thing to a chainsword in BattleTech, Only available at the moment on Solaris. Comes in Small, Medium, or Large. Treated as a normal sword when not turned on, when activated it can do far more damage in a single strike than most other melee weapons, but it does generate quite a bit of waste heat as a result.&lt;br /&gt;
* &#039;&#039;&#039;Other&#039;&#039;&#039;: experimental gear such as ECM electronic warfare suites, advanced sensors C3 data networking gear, stealth armor, Mech-sized tasers, and targeting beacons, and reactive armor modules to take out battle armored infantry.&lt;br /&gt;
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=== Other ===&lt;br /&gt;
* &#039;&#039;&#039;Myomer&#039;&#039;&#039;: A synthetic musculature which contracts in on itself when an electrical current is run through it. It lays snug between the chassis skeleton and the armor on the Mech’s actuator limbs. Apply 9-volt battery, kick foe in the &#039;nads.&lt;br /&gt;
* &#039;&#039;&#039;Engines&#039;&#039;&#039;: Your standard BattleMech is powered by a hydrogen burning Fusion Reactor. Most vehicles used Internal Combustion Engines, or odder engines like Fuel Cells, and Fission Reactors. Yes, the rare Mech actually used some of these too, but the Fusion Reactor was the default go-to here. Engines come in all shapes and sizes, though the easiest way to keep your Mech useful is to have an engine that doesn&#039;t take up too much valuable space.&lt;br /&gt;
* &#039;&#039;&#039;Gyros&#039;&#039;&#039;: Not a sandwich beloved by greeks, but a spinny hunk of high-tech metal that helps the &#039;Mech stay upright. Losing this means your &#039;Mech gets to lie down for an extended period of time, namely for the rest of the battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039;: The yang to weaponry&#039;s yin. Depending on the tech level you&#039;re playing at, can come in flavours ranging from plain ol&#039; vanilla Standard to double-fudge FerroFibrous, caramel Laser Reflective and whatever demented flavour-of-the year that the New Avalon Institute of Science has come up with. Most Mech armor is ablative, meaning that it&#039;s designed to slough off when hit.&lt;br /&gt;
* &#039;&#039;&#039;Jump Jets&#039;&#039;&#039;: Systems that make the &#039;Mech bounce along like little bunny Froo-froo. On &#039;Mechs, they&#039;re a fusion-rocket system, however vehicles and infantry  sporting them usually use some sort of jet or chemical/liquid-rocket system. Weirder systems have been developed (think mechanical pogo-mounts). Yes, there is a Jump Jet equipped tank called the Kanga. When used in conjunction with reinforced legs in melee, MechWarriors can perform a [[Assault Squad|Death from above]] maneuver to crush any unfortunate S.O.B in their landing zone.&lt;br /&gt;
* &#039;&#039;&#039;Heat Sinks&#039;&#039;&#039;: Glorified radiators, Heat Sinks are mechanisms which deal with built up heat, which Mechs can quickly accumulate in combat. Firing lasers, getting hit by flamers, using Jump Jets and so forth can all build up heat which can damage the machine&#039;s system and cook a Mech Warrior alive. Double Heat Sinks are more effective than vanilla heat sinks but were also [[LosTech]] up until the 32nd century. Due to waste heat, MechWarriors pilot their vehicles in either refrigerated suits or if those are not available (as the blueprints to make them are kept locked up by [[ComStar|Space AT&amp;amp;T]]) in their undies.&lt;br /&gt;
* &#039;&#039;&#039;Ammo Storage&#039;&#039;&#039;: Because you gotta put your bullets and missiles somewhere on your mech before you shoot &#039;em. If your lucky, you got Cellular Ammunition Storage Equipment (CASE) on your mech, which sugnifignantly reduces the chances that it will be set off unintentionally during combat.&lt;br /&gt;
* &#039;&#039;&#039;Neurohelmets&#039;&#039;&#039;: At base, Neurohelmets allow the &#039;Mech to borrow the pilot&#039;s sense of balance (due to the organic ear and spatial orientation system of a human surpassing any robotic loop). More advanced systems (generally [[LosTech]] or ClannerScum) could provide a VR simspace for the pilot and shunt sensor feeds right into the pilot&#039;s brain. Also serves as a security system, as they&#039;re keyed to the pilot&#039;s brainwaves.&lt;br /&gt;
*  &#039;&#039;&#039;Cockpit&#039;&#039;&#039;: typical mounted in the head of a BattleMech beside some [[Solaris VII]] arena ‘Mechs mounting it in the torso, they contain the basic controls, displays, toilet, microwave, and life support systems for a MechWarrior. On the other hand, MechWarriors still need to keep an eye on the thermometer to avoid suffering a heat stroke from the reactor heat. More advance versions can include a Dual Cockpit/Command Console for multiple crew or replaces the basic ejector seat with a sealed Full Head Ejector System capsule to protect pilots from shrapnel or hostile environments when they need to bail away from their Mech before it’s reactor explodes.&lt;br /&gt;
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== Types of BattleMechs ==&lt;br /&gt;
The most common classification of BattleMechs in-universe is by weight. How it&#039;s actually calculated is up in the air, as it doesn&#039;t appear to take into account the complete weight of the vehicle (since many Mechs have almost 10-20% of their tonnage taken up by armor), but it&#039;s generally agreed upon that this is the optimal &amp;quot;weight&amp;quot; of a fully kitted out BattleMech.&lt;br /&gt;
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=== Weight Class ===&lt;br /&gt;
* &#039;&#039;&#039;Ultralight Mechs&#039;&#039;&#039;: Any Mech under 20 tonnes. Most of them are effectively just aluminum eggs with legs used to patrol garrisons and colonies out in the boondocks with a glock wired to a button. The difference between one of these and an IndustrialMech is very, &#039;&#039;very&#039;&#039; difficult to parse.&lt;br /&gt;
* &#039;&#039;&#039;Light Mechs&#039;&#039;&#039;: Mechs between 20 and 35 Tonnes. They are normally cheap, easy to deploy, fast and lightly armored and are used for Scouting, Raiding, or in some cases urban defense. In Universe they are usually the most common type of Mech known.&lt;br /&gt;
* &#039;&#039;&#039;Medium Mechs&#039;&#039;&#039;: Mechs between 40 and 55 Tonnes. Able to throw down better than a Light Mech while being faster and cheaper than a heavy. Also includes specialized support units. Mostly used for tactical needs on paper, but tend to be wildly flexible in purpose in practice. Many of the more useful and iconic mechs in the series are in this category if they aren&#039;t Heavy Mechs.&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mechs&#039;&#039;&#039;: Mechs between 60 and 75 Tonnes. The workhorses of most armies, affordable heavy power while still being able to move faster than a truck heaving forward. Several of the most iconic mechs in the series are in this class.&lt;br /&gt;
* &#039;&#039;&#039;Assault Mechs&#039;&#039;&#039;: Mechs between 80 to 100 Tonnes. The heavy hitters; ponderous and pricey but durable with heavy weapons and armor to both take and dispense a serious beatdown. Just what the doctor ordered for the tip of your spear. Unless you get a [[Banshee (BattleTech)|BNS-1S]]. Then people mock you.&lt;br /&gt;
* &#039;&#039;&#039;Super Heavy&#039;&#039;&#039;: Also called Colossal, they’re any Mech that is more than 100 Tonnes. Up until the 32nd century, the general consensus was that Mechs more than 100 Tonnes were basically laughably bad penis compensators. In the 31st century people are beginning to make them work, but logistics keep them towards being niche.&lt;br /&gt;
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=== Combat Role ===&lt;br /&gt;
In terms of combat utility, BattleMechs can be split into certain categories based on their specifications. While some roles may be filled with conventional armored vehicles, they take either a higher weight class or a larger motor pool to compensate.&lt;br /&gt;
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* &#039;&#039;&#039;Scout&#039;&#039;&#039;: The fastest of the lot but lightly armed and armored, these speedsters rely on  agility and small size to get intel from their sensors on the enemy to wire back to their bigger partners. They also like to shoot at the weak spots of any enemy unit they can outflank before running away to avoid being scrapped by returning fire.&lt;br /&gt;
* &#039;&#039;&#039;Striker&#039;&#039;&#039;: Second only to scouts in a race along with a short ranged arsenal with decent armor, these jocks are meant to run up to enemy units and let loose with all the firepower they can get into range. They work best with covering fire from other units as well as terrain that can conceal their approach until they can get the jump on an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher&#039;&#039;&#039;: Fast moving with medium ranged weapons and reasonable armor, these are generalist units who can be flexible jacks-of-all-trades. Often times, they partner with other combat roles for both ends to compensate for each other&#039;s short comings. They can also be used for running battles where a scout&#039;s paper armor is too light to survive but need support from snipers or missile boats during sieges to avoid being turned into swiss cheese by other units with a heavier arsenal.&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039;: On the slower range of mobility, having medium-to-long ranged weapons, and thick armor. These guys are the main component of an attack wave. While they&#039;re not good at long duration fights and running battles, they serve well as escort units for Juggernauts, as defensive guards, and can flush out hidden units out of their hidey-holes.&lt;br /&gt;
* &#039;&#039;&#039;Missile Boat&#039;&#039;&#039;: Sitting back from the front lines, these units seek to provide indirect fire in the form of missiles or artillery shells while hiding behind cover. Compared to snipers, they do not need to have a direct line-of-site on their targets.&lt;br /&gt;
* &#039;&#039;&#039;Sniper&#039;&#039;&#039;: Similar to the Missile Boat but with a long ranged weapon that requires direct line-of-sight, these guys are slower than skirmishers or strikers but their platform stability allows them to take pot-shots at other units reliably. While short ranged escorts make up for their lack of perimeter defense, they&#039;re best used while hidden away from plain view.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;: The slowest of the pack but possessing powerful short-ranged weapons with large slabs of armor, these mobile fortresses rely in pure inertia to keep the ball moving forward and can work in unison with other unit classes to get in range before using their arsenal to delete any target from the field.&lt;br /&gt;
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=== Other ===&lt;br /&gt;
Beyond weight and combat specialty, there are a few other specialized types of BattleMech, each with their own strengths and drawbacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bipedal&#039;&#039;&#039;: A mech with two legs, most common type; broken down into three separate subcategories such as &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Reverse Joint&#039;&#039;&#039;, and &#039;&#039;&#039;Digitigrade&#039;&#039;&#039;, however performance between the three is negligible as all three have both standout variants and regrettable variants alike.&lt;br /&gt;
*&#039;&#039;&#039;Tripodal&#039;&#039;&#039;: An experimental three-legged variant that&#039;s only rarely been used, even when the design idea gained traction in the 32nd century, only four mechs in the entire canon have ever used this variant. What does make them stand out though is their ability to constantly move in any direction without braking and their proven ability to be built as Super-Heavy tonnage.&lt;br /&gt;
*&#039;&#039;&#039;Quadropedal&#039;&#039;&#039;: A mech which has four legs instead of two. They have something of a bad reputation for allegedly requiring more crew and less armor, but on the other hand can loose a leg and still be in the fight. Are far less common than Bipedal Mechs, but are still fairly common as mobile fire-boats. Another transformable variant is &amp;quot;Quadvees&amp;quot; among Clan Hell&#039;s Horses that can change back and forth into tanks.&lt;br /&gt;
*&#039;&#039;&#039;[[Robotech|Land Air Mechs]]&#039;&#039;&#039;: sometimes called LAMs. Basically a light mech that can transform from an Aerospace Fighter into a regular mech. They got invented during the Star League and were experimental reconnaissance units but got phased out due to being more fragile than regular fighters and mechs. Out of universe, Battletech developers decided it was too much effort to keep without lawsuits from Harmony Gold (as seen with the infamous &amp;quot;Unseen/Reseen&amp;quot; mech artwork from other IP&#039;s). &lt;br /&gt;
*&#039;&#039;&#039;[[OmniMech]]&#039;&#039;&#039;: the Lego/Swiss army knive variant of a regular Mech. Can change their loadouts as quickly as diapers&#039; and carry [[Clan Elemental|armored infantry]] but are way more expensive.&lt;br /&gt;
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== Notable BattleMechs ==&lt;br /&gt;
Over the span of seven centuries there has been like a bajillion different makes and models of Battlemechs, most of which have at least a couple variants. As BattleMechs can last for centuries and are rather resilient things that can more often than not be at least partially salvaged after their pilot has been removed, there are still plenty of vintage units out and kicking. For a comprehensive list, go to [https://www.sarna.net/wiki/Main_Page Sarna]. Never the less, here&#039;s some notable mechs.&lt;br /&gt;
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==== Light ====&lt;br /&gt;
*[[UrbanMech]] - The little mech that could!&lt;br /&gt;
*[[Hollander]] - Mech with a big gun, or big gun with legs? You decide!&lt;br /&gt;
* Locust - Totally not stolen from Crusher Joe.&lt;br /&gt;
* Wasp - ...or Macross&lt;br /&gt;
* Stinger - Really. Believe us.&lt;br /&gt;
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==== Medium ====&lt;br /&gt;
* [[Shadow Hawk]] - Or any anime inspired by Suns, Fangs, or Dougrams of such.&lt;br /&gt;
* Hunchback - The original &amp;quot;My, what a big gun&amp;quot; mech.&lt;br /&gt;
* Griffin - And back to IP infringement accusations.&lt;br /&gt;
* Phoenix Hawk - Max wants his plane back.&lt;br /&gt;
&lt;br /&gt;
==== Heavy ====&lt;br /&gt;
*[[Timber Wolf]] - The bastard lovechild that everyone loves.&lt;br /&gt;
*[[Catapult]] - Proud parent of furry children.&lt;br /&gt;
* Marauder - Proud parent of furry children, deported for being an illegal alien.&lt;br /&gt;
* Rifleman - Proud uncle of furry children. Was also deported for shooting other illegal aliens.&lt;br /&gt;
&lt;br /&gt;
==== Assault ====&lt;br /&gt;
*[[Atlas]] - Big Death! Big Death! Big Death!&lt;br /&gt;
* King Crab - Preferred tool for cracking thick shells.&lt;br /&gt;
* [[Mackie]] - The Original!&amp;lt;small&amp;gt;(tm)&amp;lt;/small&amp;gt; Accept no substitutes!&lt;br /&gt;
* Banshee - The Bradley of the Mech world. Big, fast, lightly armoured, and questionably armed.&lt;br /&gt;
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==== Super Heavy ====&lt;br /&gt;
* Matar - Amaris [[Nazi Equipment|Wunderwaffen]] attempt. Failed to mount a sufficient robust pair of legs and engine.&lt;br /&gt;
* Omega - Superheavy attempt 2 [[Word of Blake|Wobbie]] boogaloo.  First successful prototype no thanks to pillaged ClanTech.&lt;br /&gt;
* Poseidon - “War of the Worlds” Tripod meets copious amounts of armor and dakka. 3 man crew required.&lt;br /&gt;
* Ares - OmniMech Version of Tripod above. Plug and play configuration modules as needed.&lt;br /&gt;
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[[Category:BattleTech]]&lt;/div&gt;</summary>
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