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	<updated>2026-06-09T21:20:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=User:Kirbanzo&amp;diff=1002799</id>
		<title>User:Kirbanzo</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=User:Kirbanzo&amp;diff=1002799"/>
		<updated>2025-02-12T16:42:17Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: Blanked the page&lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cyclops_(BattleTech)&amp;diff=1002737</id>
		<title>Cyclops (BattleTech)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cyclops_(BattleTech)&amp;diff=1002737"/>
		<updated>2025-02-11T00:40:55Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: ported from https://1d6chan.miraheze.org/wiki/Cyclops_(BattleTech)&lt;/p&gt;
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&lt;div&gt;[[File:Cyclops BT.jpg|thumb|Eye see you.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;CP-10-Z Cyclops&#039;&#039;&#039; is an Assault [[BattleMech]] from the world of [[BattleTech]] purpose-built for commanders, and is iconic for its single, round viewport reminiscent of [[Cyclops|the one-eyed giants that give the &#039;Mech its name]]. It&#039;s also one hell of a generalist, having one of the most diverse loadouts in its size bracket (though that leads to its own issues, but we&#039;ll get to that).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cyclops was rolled off the assembly lines of Stormvanger Assemblies Unlimited in 2710, intended for [[Star League]] Defense Force field commanders. To this end, it was equipped with a top-of-the-line holographic battle computer that would allow it to excel in directing large groups of &#039;Mechs, as well as having a good spread of weapons to protect itself. It was generally held in reserve as to play to its strengths of commanding a force, often sticking around their HQ&#039;s Lance defenses and a few bodyguard &#039;Mechs to take the heat off itself if the place got attacked. It&#039;s iconic viewport is intended to provide a MechWarrior good visibility, but it is also a glaring weakness - [[Derp|it means the pilot and command &amp;amp; control equipment is relatively unprotected compared to the rest of the Cyclops, making headshots a lot more dangerous]]. Which, of course, contributed to its relegation to a rear command role. &lt;br /&gt;
&lt;br /&gt;
The [[Amaris Civil War]] fucked the Cyclops due to its main factories on the planet Caph being destroyed in 2774 by the [[Rim Worlds Army]]. This ended up making the computer it toted [[LosTech]] due to a lack of spare parts to keep any existing ones operational (and no new ones could be made). Bereft of its main advantage, commanders began pressing it to be a typical (if mediocre) Assault &#039;Mech, often as a bodyguard or decoy for the real commander. Since its head vulnerability would be more problematic with this new role, there was a time where Cyclops pilots put in false head protectors to defend against impacts. [[Not as planned|This kinda sucked though]] due to visibility problems, and the practice was taken out back and shot when the [[Federated Suns]]&#039; New Avalon Institute of Science found that [[Derp|such field modifications increased shrapnel in the event that the cockpit was indeed breached by enemy fire]].&lt;br /&gt;
&lt;br /&gt;
After the Helm Memory Core was discovered and began leading to the resurgence of many technologies that were once thought lost for good, efforts began to use the knowledge within it to recreate the Cyclops&#039; battle computer, but a combination of the new C3 computer accomplishing the same thing on a smaller scale and [[DropShips]] becoming used as mobile command posts meant that there was no real incentive to realize this (or use the Cyclops in a command role at all, for that matter) until [[The Clans]] came a-knockin&#039;. Grumium Creations eventually cracked the code as shit hit the fan though, being able to restart production of multiple variants of the &#039;Mech and therefore allowing original-spec Cyclopes to be used once more in the [[Clan Invasion]]. It was discovered that, to nobody&#039;s suprise, the battle computer had a noticeable effect on engagements a Cyclops was involved in, leading to a resurgence in its use as a command &#039;Mech for higher ranking officers.&lt;br /&gt;
&lt;br /&gt;
==Specs==&lt;br /&gt;
The standard Cyclops is built on a Stormvanger HV-7 chassis and powered by a Hermes 360 fusion engine, while protected from enemy fire by 10 tons of Starshield Special armor - this combination of frame, power source, and ablative defenses make the &#039;Mech weigh in at 90 tons and have a top speed of 64 kilometers an hour. Heat management is performed by 12 single heat sinks, while the communications and tracking vital for a command &#039;Mech are provided by a Olmstead 840 communications system and a Tacticon Tracer 280 respectively. However, the big cheese of its specs is the Tacticon B-2000 Battle Computer, which allows a Cyclops commander to micromanage an entire brigade like a pro [[StarCraft]] player.&lt;br /&gt;
&lt;br /&gt;
As for the standard loadout of weapons, it has a Zeus-36, Mark III Autocannon/20 mounted in its right torso for deterring most &#039;Mechs from getting into CQC range, with 4 tons of ammo in both sides of the torso feeding it. This is backed up by a Diverse Optics Type 20 medium laser on each arm (for a total of 2), as well as a Hovertec Quad SRM-4 with one ton of reloads in the center of the torso. For long range, a Delta Dart LRM-10 is mounted in the left of the torso with one ton of reloads.&lt;br /&gt;
&lt;br /&gt;
Now, this loadout has its fair share of problems. Firstly, it&#039;s relatively lightly armored for its size class, meaning it&#039;s most likely fucked if another Assault &#039;Mech goes after it. While it&#039;s not a [[Charger]] or, Kerensky forbid, a [[Banshee (BattleTech)|Banshee]], this basically forces it to be a rear commander instead of it having the option of being on the front lines. As such, a good chunk of its damage output only really exists to be self-defense instead of actually being offensive, especially since 3 of its 4 weapon types are closer-ranged. In addition, ammunition issues are a problem due to the diversity of weapons, and since said ammo isn&#039;t protected by any form of CASE [[FAIL|a stray shot igniting its reloads and blowing up the &#039;Mech is a real possibility]].&lt;br /&gt;
&lt;br /&gt;
===Design Quirks===&lt;br /&gt;
In crunch, the Cyclops has design quirks of Battle Computer (duh), Cowl for the sides and rear of the head, Weak Head Armor (2) due to the viewport, and Difficult Ejection due to the cowling.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
*&#039;&#039;&#039;CP-10-HQ&#039;&#039;&#039; - The most notable Cyclops variant due to it strapping a Collapsible Command Module onto its back, allowing it to set up a field HQ in around 15 minutes. To make space the Autocannon/20 was removed, though to be fair this variant wasn&#039;t designed to be a fighter anyway. Originally made in 2753, the Succession Wars were not kind to it and [[FAIL|half of the pre-Helm CP-10-HQs don&#039;t have a working command module, making those a straight downgrade]].&lt;br /&gt;
*&#039;&#039;&#039;CP-10-Q&#039;&#039;&#039; - A 2081 variant that flips the weapons to be mainly long-range by replacing the Autocannon/20 with an additional LRM-10 and adding 3 more tons of LRM-10 reloads, as well as adding a third medium laser to the right torso, two more heat sinks, and seven more tons of armor. This essentially flips it into being a rear command &#039;Mech that&#039;ll bombard your ass from range while directing its lackeys, and is a decently protected &#039;Mech up close despite no longer having the AC/20.&lt;br /&gt;
*&#039;&#039;&#039;CP-11-A&#039;&#039;&#039; - The CP-11 series is first of the post-Helm variants that use rediscovered Star League-era tech. The CP-11-A was the first of that series, being a modification first seen in 3045. This one turns it into something of a sniper, with the Autocannon/20 replaced with a Zeus Slingshot Gauss Rifle (with the same amount of ammo) that bumps its effective range massively at the cost of some damage potential.&lt;br /&gt;
*&#039;&#039;&#039;CP-11-A-DC&#039;&#039;&#039; - A even more command-focused version of the CP-11-A used by the [[Capellan Confederation]]. It cuts down on ammo capacity (specifically removing one ton of Gauss ammo and LRM reloads each as well as a heat sink) in exchange for installing a Command Console.&lt;br /&gt;
*&#039;&#039;&#039;CP-11-B&#039;&#039;&#039; - This 3071 variant takes the CP-11-A and adds a second gauss rifle, switches the armor for 13 and a half tons of ferro-fibrous armor, and protects its ammunition with CASE. To make space for all the new shit, the engine had to be downgraded to a Hermes 270. This leads to a 25% decrease in speed (which, if you do some basic math, means it now moves at 48 km/h), but the lack of maneuverability is compensated for with the additional firepower and armor overhaul.&lt;br /&gt;
*&#039;&#039;&#039;CP-11-C&#039;&#039;&#039; - Combines the Battle Computer with the new innovation of the C3 system, specifically by replacing the LRM-10 launcher of the 11-A with a C3 master computer. This design from 3050 still works as a decent sniper, but really shines in coordinating &#039;Mech lances.&lt;br /&gt;
*&#039;&#039;&#039;CP-11-C2&#039;&#039;&#039; - Two C3 computers are better than one. Want to direct an entire force to the smallest detail from the rear? If you&#039;re a brigade commander from after 3073, this is your &#039;Mech. Due to the size and power requirements of having two C3 master computers and the Battle Computer though, the rest of the loadout takes a hit - having to downgrade the 11C&#039;s gauss rifle to an ER PPC while also shaving some armor. This means it&#039;s undergunned for an Assault &#039;Mech, only really being a match from the Charger and Banshee in actual combat, but if this thing is getting attacked when it&#039;s meant to be in the far rear, chances are your forces have been overrun already.&lt;br /&gt;
*&#039;&#039;&#039;CP-11-C3&#039;&#039;&#039; - Created in 3077 during the [[Word of Blake#The Jihad|Blakist temper tantrum]], this upgraded 11-C has an experimental boosted C3 master computer to cut through use of heavy ECM (a favorite tactic of said Blakists). The SRM-4 is upgraded to Streak and the arm-mounted Medium Lasers are now ER, for added damage-dealing.&lt;br /&gt;
*&#039;&#039;&#039;CP-11-G&#039;&#039;&#039; - A complete overhaul made by Grumium Creations in 3058 for the Second Star League, [[ComStar]], and the [[Free Rasalhague Republic]]. [[Not as planned|Since it was given to ComStar, it was turned against those it was made for by the Word of Blake.]] The &#039;Mech is now made of an Endo-Steel chassis and 15 tons of ferro-fibrous armor, while changing the 11-A&#039;s loadout by having ER Medium Lasers on the arms and a Streak SRM-6 in the center torso. All the ammunition is shifted into the right torso and protected by CASE, centralizing where volatile rounds and reloads are stored and ensuring that them detonating from a hit won&#039;t take out the &#039;Mech. &lt;br /&gt;
*&#039;&#039;&#039;CP-11-H&#039;&#039;&#039; - A variant from the [[Periphery]] first seen in 3064 amongst the forces of infamous pirate Paula Trevaline, aka &amp;quot;Lady Death&amp;quot;. Built on the original Cyclops chassis, the mech&#039;s armor was upgraded to 11 tons of ferro-fibrous plating and goes for a close-quarters brawler loadout by switching the LRM-10 and SRM-4 with six Rocket Launcher 20s. This means [[Anal circumference|anything that gets too close will get hit by a massive hail of rockets]].&lt;br /&gt;
*&#039;&#039;&#039;CP-12-K&#039;&#039;&#039; - A [[Draconis Combine]] version built by Grumium Creations, which takes the varied loadout of the original to its logical conclusion by equipping it for all range brackets. For long range, the arm lasers were upgraded to be ER medium lasers, allowing the pilot to simply aim one of the arms at a faraway target and zap it - though they are obviously more potent at close-to-intermediate ranges. Medium range is handled by an MRM-20 replacing the LRM-10, while close range is handled by a Streak SRM-4 launcher. The real star of the show, however, is the Ultra Autocannon/10 in the right torso, while while a smaller bore than the original AC/20 allows it to hit at medium ranges at double the firerate. [[Rape|Anything at close-to-intermediate range can kiss their ass goodbye.]]&lt;br /&gt;
*&#039;&#039;&#039;Cyclops C&#039;&#039;&#039; - [[Derp|The Cyclops only has one Clan variant for some reason.]] This was made by Clan Ghost Bear in &#039;recent years&#039; (so likely after they merged with the [[Free Rasalhague Republic]] to become the Rasalhague Dominion) for use in garrison cluters, but is also sold on the market to anyone with the C-Bills to afford it. The Bears saw how lightly armored the original Cyclops was and decided it was high time for it to get a [[Combat Roles|tank]]y revamp. This was accomplished by switching the &#039;Mech to use hardened armor, which while much better than the previous armor weighs the Cyclops C down. This results in a reduced top speed of 54 km/h, but who cares about speed when you&#039;re focusing on defense? Otherwise, the loadout is similar to the original, just being Clantech instead: a Gauss Rifle replacing the AC/20, upgrading to a Streak SRM-4 and Streak LRM-10 from their non-Streak counterparts, the Medium Lasers being made Clan ER ones, and adding CASE II to prevent ammo blowouts.&lt;br /&gt;
*&#039;&#039;&#039;Dual Cockpit refits&#039;&#039;&#039; - The Capellan Confederation likes to slap a second cockpit onto the Cyclops. They do it to the original 10-Z and the 11-A by removing one ton of ammo from the chest gun (so the AC/20 or Gauss Rifle, respectively).&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BD Atlas 02 02.jpg|The real life predecessor of the Cyclops?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]][[Category:BattleMech]]&lt;/div&gt;</summary>
		<author><name>Kirbanzo</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=File:Highlanders_rifleman.jpg&amp;diff=1002736</id>
		<title>File:Highlanders rifleman.jpg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=File:Highlanders_rifleman.jpg&amp;diff=1002736"/>
		<updated>2025-02-11T00:31:46Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=File:Unseen_rifleman.png&amp;diff=1002735</id>
		<title>File:Unseen rifleman.png</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=File:Unseen_rifleman.png&amp;diff=1002735"/>
		<updated>2025-02-11T00:30:07Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=File:Rifleman_iic_og.jpg&amp;diff=1002734</id>
		<title>File:Rifleman iic og.jpg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=File:Rifleman_iic_og.jpg&amp;diff=1002734"/>
		<updated>2025-02-11T00:28:06Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=File:Rifleman_iic.png&amp;diff=1002733</id>
		<title>File:Rifleman iic.png</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=File:Rifleman_iic.png&amp;diff=1002733"/>
		<updated>2025-02-11T00:27:39Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=File:Rifleman_III.jpg&amp;diff=1002732</id>
		<title>File:Rifleman III.jpg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=File:Rifleman_III.jpg&amp;diff=1002732"/>
		<updated>2025-02-11T00:26:57Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=File:ADR04-Mk-X_Destroid.webp&amp;diff=1002731</id>
		<title>File:ADR04-Mk-X Destroid.webp</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=File:ADR04-Mk-X_Destroid.webp&amp;diff=1002731"/>
		<updated>2025-02-11T00:26:22Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rifleman&amp;diff=1002730</id>
		<title>Rifleman</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rifleman&amp;diff=1002730"/>
		<updated>2025-02-11T00:25:58Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: ported from https://1d6chan.miraheze.org/wiki/Rifleman&lt;/p&gt;
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&lt;div&gt;[[File:Highlanders rifleman.jpg|thumb|400px|A Northwind Highlanders Rifleman, showing off the big guns]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;RFL-3N &amp;quot;Rifleman&amp;quot;&#039;&#039;&#039; is the main [[Inner Sphere]] anti-air [[BattleMech]], and one of the most iconic ones of [[BattleTech]] (despite originally being a dubiously-licensed Destroid ripoff as one of the [[Retcon|Unseen]]). It &#039;&#039;really&#039;&#039; hates aircraft and can rotate its weapon-arms 360 degrees to make sure they can&#039;t sneak it from behind among other features purpose-made to &#039;swat flies&#039; so to speak.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
One of the earliest &#039;Mechs ever built, the Rifleman was first fielded in 2505 - and quickly established its posturing as the definitive &#039;Mech for taking down fliers. Of course, its hyper-specialization made it ill-suited for frontline combat, so it was intended from the start as a medium-tonnage fire support &#039;Mech that&#039;d cover its compatriots from potential air assault. It&#039;d have some other issues since its debut (most notoriously having heat problems), but its sheer reliability and efficiency with its long-range weaponry and (at the time) bleeding-edge targeting &amp;amp; tracking systems ensured it&#039;d stay on the battlefield for over half a century and into the 4th millennium.&lt;br /&gt;
&lt;br /&gt;
The &#039;Mech was originally made for the [[Terran Hegemony]]&#039;s armed forces by Kallon Industries, but had a rocky start. The initial RFL-1N model proved to be way too much of an overheat fiend, and the RFL-2N didn&#039;t fare much better; therefore, the RFL-3N decided to remove some of the lasers for the Autocannons that are now standard on the ubiquitous RFL-3N. You could still cook yourself if you weren&#039;t careful, but now it shouldn&#039;t be possible to overheat firing at one pass of a target aircraft. Still, this isn&#039;t ideal, so Kallon would go back to the drawing board and make the [[JagerMech]] as a more reliable option - but that would end up having a different niche in fighting aircraft (and had its own problems), so the two &#039;Mechs would end up complementary.&lt;br /&gt;
&lt;br /&gt;
After Stefan Amaris ruined everything forever and the Star League collapsed into warring Successor States, the Rifleman would be scattered across the different polities of the Inner Sphere. The [[Federated Suns]] would end up being the ones to have a majority of the &#039;Mech, which they&#039;d field with success against the [[Draconis Combine]]. However, the Succession Wars&#039; attrition would force more and more Riflemen to be put on the front lines, [[FAIL|and you can guess how they performed]].&lt;br /&gt;
&lt;br /&gt;
Eventually the recovery of the Helm Memory Core and the subsequent rediscovery of [[LosTech]] would lead to a resurgence for the Riflemen as various manufacturers would use said tech to try and improve upon the aging design. Several new variants would be made as a result, and would have their trial by fire during the [[Clan Invasion]]. Still, its reputation of being an oven and a pushover in direct combat would lead to the design waning again. That is, until the Fed[[Lyran Commonwealth|Com]] Civil War caused its JagerMech cousin to have its production disrupted - mainly due to a blockade over that &#039;Mech&#039;s factories on Talon. Kallon Industries would be forced to push the experimental RFL-8D Rifleman into full-scale production to make up for the loss, but despite the premature finalization it&#039;d end up enough of an improvement to see use on both the FedCom Loyalist and Lyran Alliance sides of the conflict. &lt;br /&gt;
&lt;br /&gt;
The [[Word of Blake|Wobbies]] and the [[Free Worlds League]] would also utilize improved versions of the Rifleman during the civil war era and into [[Word of Blake#The Jihad|the former&#039;s temper tantrum]].&lt;br /&gt;
&lt;br /&gt;
==Specs==&lt;br /&gt;
The Rifleman is a Heavy BattleMech weighing 60 tons, straddling the border between its actual size class and a Medium &#039;Mech. It&#039;s built on a Kallon Type IV chassis and powered by a Pitban 240 engine, the latter allowing to reach a top speed of 64 km/h - though it more commonly went at a mediocre 43.2 km/h cruising speed. As for protection it infamously doesn&#039;t have much: only seven-and-a-half tons of Kallon Royalstar armor plating stood between the enemy and the &#039;Mech&#039;s internals, with the thinnest portion being in the rear torso. However, these deficiencies were negligible in its intended role as anti-air fire support or if hunting lighter &#039;Mechs from a distance. What wasn&#039;t ever negligible, though, is the fact its 10 single heat sinks afforded very little comfort in terms of cooling - an overzealous MechWarrior could easily toast themselves if they fired too much for too long. As previously mentioned, that wouldn&#039;t occur in a single attempt at shooting down a passing enemy aircraft - and by the time said craft came around for another pass the &#039;Mech should have cooled enough for another go. However, this combined with the other issues meant commanders would only consider fielding Riflemen in direct combat against similarly-sized &#039;Mechs as a last resort.&lt;br /&gt;
&lt;br /&gt;
Its electronics, meanwhile, play a large role in why the Rifleman is the bane of fliers: a Garret D2j targeting &amp;amp; tracking system is able to achieve a lock on swift-moving aerial targets with a great deal of accuracy - often ensuring enemy fighters and bombers will get shot down by a stream of firepower. For comms, it uses the Garret T11-A; while impressive in its capabilities, its distinctive wing/spoiler-like shape stuck out like a sore thumb and could lead to the &#039;Mech being singled out and targeted by enemy fire.&lt;br /&gt;
&lt;br /&gt;
The torso of the &#039;Mech was limited to turning forty degrees to either side, which would normally create a pretty big rear blindspot - however, as previously mentioned the Rifleman&#039;s gunpods could rotate a full 360 and cover the Rifleman&#039;s behind. It can be a nasty surprise to have the guns of the &#039;Mech you&#039;re sneaking up on suddenly flip to the other side and blast you. This feature would inspire [[the Clans]]&#039; [[Glass Spider]] &#039;Mech to implement a similar mechanic, though more streamlined for true 360-degree coverage.&lt;br /&gt;
&lt;br /&gt;
Finally, for its actual weapons by default, the RFL-3N takes two pairs of heavy guns: two Imperator-A Medium Autocannons (functionally Autocannon/5s) and two Magna Mk. III Large Lasers, one of each on a single gunpod-arm. As a backup option if shit hits the fan and the &#039;Mech&#039;s forced into CQC, two Magna Mk. II Medium Lasers are installed in the torso. But again, if the Rifleman is in close combat, something&#039;s gone wrong or you&#039;re desperately low on proper CQC &#039;Mechs.&lt;br /&gt;
&lt;br /&gt;
===Design Quirks===&lt;br /&gt;
For the optional [[crunch]] of Design Quirks, the Rifleman has those of Anti-Aircraft Targeting (duh), Improved Communications (thanks to the spoiler-antenna), Searchlight (having one on each side of the torso), and Ubiquitous (since it getting spread around post-Amaris Civil War meant it could easily be replicated - not to mention Kallon still being in business). You&#039;d think it&#039;d have No/Minimal Arms, but the gunpods are juuuust long enough that you can whack someone with your guns if you&#039;re desperate. Just not recommended, since you&#039;re basically asking for the guns&#039; alignment to be whacked out of shape or even the guns themselves to be damaged.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Being one of the most common &#039;Mechs, and one of the most focused-upon out-of-universe, the Rifleman has a good amount of variants, as well as a few directly descended designs:&lt;br /&gt;
*&#039;&#039;&#039;RFL-1N&#039;&#039;&#039; - The original 2505 version of the Rifleman in its primitive and self-melting glory. Being a Reunification War-era &#039;Mech, PrimTech is abound: a primitive engine and primitive armor were used instead of the more timeless kinds of the ubiquitous version. As for weapons, each gunpod had one Large Laser and one Medium Laser for a total of two of each kind, which could easily tax its heat sinks in a single volley. After said war concluded, it was relegated to second-line and militia forces until being replaced with its better descendants entirely.&lt;br /&gt;
*&#039;&#039;&#039;RFL-2N&#039;&#039;&#039; - Made in 2556, and would last longer than its primitive predecessor. Its engine and armor were now similar to what would end up on the 3N, but the &#039;Mech still had some differences: notably taking six more Heat Sinks for a total of 16, and swapping the Large Lasers for full-blown PPCs. It was also the first variant to have torso weapons, with two more Medium Lasers being put there. Still capable of overheating pretty easily, but not as bad as before.&lt;br /&gt;
*&#039;&#039;&#039;RFL-3N&#039;&#039;&#039; - The ubiquitous Rifleman detailed above, first introduced in 2770.&lt;br /&gt;
*&#039;&#039;&#039;RFL-3C&#039;&#039;&#039; - The second-made of two variants of the Rifleman devised by Federated Suns First Prince Hanse Davion, the Rifleman 3C entered production in 3026. It removes the Large Lasers on the gunpod arms in exchange for upgrading the AC/5s to Autocannon/10s and adding an extra ton of armor. These heavier autocannons were fed by two tons of ammunition stored in the right torso. The end result is a shorter-range but heavier-hitting variant, allowing it to hunt Light &#039;Mechs reliably as well as aircraft.&lt;br /&gt;
*&#039;&#039;&#039;RFL-3Cr&#039;&#039;&#039; - A Jihad-era refit of the Rifleman 3C made in 3071. Designed to be more rugged and able to operate for extended periods of time without resupply, the 3Cr uses an XL Gyro and a Small Cockpit instead of the normal ones in order to make room for 3 additional tons of AC/10 ammo and to allow the armor to be upgraded to Heavy Ferro-Fibrous. The latter change makes the Rifleman more able to take hits, meaning this variant can move up to fighting medium &#039;Mechs on its own or even other Heavies if it has suitable friendly support.&lt;br /&gt;
*&#039;&#039;&#039;RFL-4D&#039;&#039;&#039; - The first-made of Hanse Davion&#039;s two variants. It was introduced in 3021 to compete with the heavier [[Warhammer (BattleTech)|Warhammer]] - [[EPIC FAIL|a doomed idea from the start with predictable results]]. It replaced the AC/5s with two PPCs and removed the chest-mounted medium lasers, while upping the heat sink count to 15. But the expanded cooling package wasn&#039;t enough to save it from being just as much, if not more due to using Large Lasers instead of Medium Lasers, of a brick oven as the 1N and 2N. If you can somehow keep it from cooking you alive, though, the combination of Large Lasers and PPCs means that the Rifleman 4D can be used as an extremely dangerous marksman that can get powerful potshots off on other Heavy &#039;Mechs - if one that will immediately fold if anything enters close-range. Expect sniper aces to be the only ones taking these VERY tempermental &#039;Mechs. Unless your commander doesn&#039;t like you.&lt;br /&gt;
*&#039;&#039;&#039;RFL-5CS&#039;&#039;&#039; - Hurriedly made by [[ComStar]] for the Battle of Tukayyid, the &amp;quot;Clanbuster&amp;quot; variant of the Rifleman is a semi-botched mix of a RFL-3C&#039;s armor and a RFL-5M&#039;s weaponry, with a Vlar 300 XL engine thrown in for good measure. That engine would let it reach speeds of 86 km/h and easily redeploy, but that was a side bonus to the main objective of increasing the &#039;Mech&#039;s endurance. To the latter end, the Rifleman-5CS swaps the Autocannons for Imperator Ultra AC/5s that have an extra ton of reloads to keep it in the fight longer while also keeping the Large Lasers. It also uses 10 double heat sinks to make the heat more manageable, but it had to ditch the Medium Lasers. Due to that removal, the &#039;Mech needs an escort to reach full effectiveness - 5CSes that became isolated were easy pickings for even Elementals in Battle Armor, especially since the armor increase for the variant was only modest. So in short, this is fully spec&#039;d into anti-air and support and eat shit if directly confronted.&lt;br /&gt;
*&#039;&#039;&#039;RFL-5D&#039;&#039;&#039; - A new version of the 4D made with recovered tech from the Helm Memory Core, allowing it to not be an air fryer while making some upgrades to its weapons package. Namely, its PPCs are now Defiance 1001 ER PPCs, and it adds back in the torso Medium Lasers. Power is supplied by a 240-rated XL engine, freeing up weight for 17 double heat sinks - a cooling package able to actually handle the immense heat created by its energy weapons - and making the armor weigh 9 tons. Its production would be done by Kallon Industries on Tallon, Trellshire Industries on Twycross, and Red Devil Industries on Pandora, and would end up being a pretty good anti-materiel marksman support &#039;Mech.&lt;br /&gt;
*&#039;&#039;&#039;RFL-5M&#039;&#039;&#039; - Made for the Free Worlds League by Kallon Industries&#039; facility on Thermopolis in 3049, the Rifleman 5M is a 3N upgrade that keeps most things but changes others. The changes made in question were making the Autocannons to be Ultra AC/5s with one ton of CASE-protected ammo in the right torso, increasing the armor to be 9.5 tons, and increasing the heat package to be 12 double heat sinks. These changes were made possible by a Hermes 240 XL engine being used as the power source. The end result is a &#039;Mech that performs the same as its original, just with less overheating issues and protection from ammo blowouts.&lt;br /&gt;
*&#039;&#039;&#039;RFL-6D&#039;&#039;&#039; - The production version of the 6X below, rolled out in 3069. Compared to its prototype, it swaps the Small Lasers for a head-mounted C3 slave unit for coordinated targeting while it changes out its AC loadout for Mydron Snakekiller Light Autocannon/5s with 3 CASE-protected tons of ammunition each. The large ammo bins notably allow for a variety of round types to be taken at once, making this variant very versatile - if slightly less armed than its experimental predecessor.&lt;br /&gt;
*&#039;&#039;&#039;RFL-6X&#039;&#039;&#039; - An experimental design from Kallon&#039;s Talon production plant conceived in 3063, intended as a fast response anti-aircraft &#039;Mech. It is built on an Endo-Steel chassis and powered by a larger XL Engine, and used for its weapons dual LB 10-X Autocannons with four tons of rounds, two ER Medium Lasers, and two ER Small Lasers. It also removes one heat sink and all the jump jets. The result is less powerful than the 3N, but more reliable and able to move on the ground quickly with a top speed of 86 km/h.&lt;br /&gt;
*&#039;&#039;&#039;RFL-7G&#039;&#039;&#039; - Another Free Worlds League variant, the 7G drops the usual gunpod-arm weapons for one Silver Bullet Gauss Rifle with one ton of ammo on each - essentially [[Rape|a rail shotgun that shreds the shit out of enemy aircraft and is dangerous to other &#039;Mechs too]]. The ER Medium Lasers are maintained for up-close defense. To support this heavier loadout, an Endo Steel chassis and an XL engine are used. Essentially its a walking flak platform, especially when using cluster rounds.&lt;br /&gt;
*&#039;&#039;&#039;RFL-7M&#039;&#039;&#039; - Made for Vicore Industries Project Phoenix program, and later rolled out by Kallon in 3066, this variant repurposes the Rifleman as a sniper unit. Two Light Gauss Rifles are the main guns of the 7M, while for close-range defense six ER Medium Lasers and a Small Defense Laser are included. It also has a Guardian ECM Suite for interfering with enemy electronics. This &#039;Mech would be used by the Free Worlds League as well as the assholes in the Word of Blake, primarily as bodyguards for their command units.&lt;br /&gt;
*&#039;&#039;&#039;RFL-7N&#039;&#039;&#039; - This Rifleman variant is another update of the 3N for a future era after its initial production. Built on an Endo-Steel chassis and powered by an XL Engine, it takes an ER Large Laser and LB-5-X Autocannon in each gunpod-arm, as well as the expected ER Medium Lasers in the torso. The Autocannons have two tons of ammo in a bin in the right torso, protected from blowing up the &#039;Mech with CASE II. Finally, cooling is done by 13 double heat sinks.&lt;br /&gt;
*&#039;&#039;&#039;RFL-7N2&#039;&#039;&#039; - A variant of the 7N that is similar to the 2N, having two Light PPCs and two LB-X-10 ACs for its gunpods. The ACs in particular have three tons of CASE II-protected ammo, but this requires the number of double heat sinks to be reduced to ten. This means it has some overheat issues, but the usage of light PPCs instead of full-size ones mean they aren&#039;t as bad as the oven-tastic prototypes. &lt;br /&gt;
*&#039;&#039;&#039;RFL-7X&#039;&#039;&#039; - A variant conceived during the Blakists&#039; temper tantrum, being deployed via field refit kits. Built on an Endo-Steel chassis with an XL Engine, XL Gyro, and Light Ferro-Fibrous armor, the &#039;Mech could reach a top speed of 97 km/h - pretty damn fast for a heavy &#039;Mech - and mounted six Jump Jets. As for its guns, its goes all in on particle guns: each gunpod has one Light PPC and one Snub-Nose PPC. Obviously this leads to the cooling package being strained heavily, but the potential for damage it has makes up for it so long as you can keep yourself from becoming an overcooked steak.&lt;br /&gt;
*&#039;&#039;&#039;RFL-8D&#039;&#039;&#039; - Another variant of the Rifleman made for Project Phoenix, and considered the definitive variant to come out of that. It&#039;s intended as a line unit, which required extensive overhauling given the &#039;Mech&#039;s propensity to keel over if a CQC &#039;Mech even breathed on it. To support all the equipment it needs to fulfill that role, a Kallon Type XV Endo Steel chassis and Hermes 240 XL engine were used for space-effective essential infrastructure, all protected by the heaviest amount of armor ever seen on a Rifleman coming in at twelve tons. It also has eleven double heat sinks for ensuring everything stays frosty. As for what this all accommodates, the &#039;Mech fights with two Mydron Model RC Rotary Autocannon/5s with six tons of ammunition and two Bright-Blossom ER Medium Lasers (one of both in each gun-pod), and for mobility it has two McCloud Specials (Reinforced) Jump Jets per leg for a jump range for 120 meters. The only thing kept the exact same are the electronics due to them already being effective and robust. As a complete package the 8D is a shredder of lighter &#039;Mechs and light armor, and in a group as &#039;Mechs-of-the-Line want to be in it can shred other Heavies too.&lt;br /&gt;
*&#039;&#039;&#039;RFL-8X&#039;&#039;&#039; - A variant made by the [[Republic of the Sphere]] made in 3068 that&#039;s similar to the 2N, but not prone to overheating to death due to the advanced tech the Devlinites have. It mounts two ER PPCs and four ER Medium Lasers, providing heavy firepower at basically any range; the 8X also can move at 86 km/h due to taking a light fusion engine. It&#039;s essentially what the 4D should have been.&lt;br /&gt;
*&#039;&#039;&#039;RFL-9T&#039;&#039;&#039; - A stealthy medium-range sniper [[Rage|with aimbot installed]]. A Targeting Computer links to two Light PPCs and two Light Autocannon/5s on the gunpods and two ER Medium Lasers in the torso. As to avoid long-range fire, it takes Stealth Armor to avoid weapon locks by being very hard to detect.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman C&#039;&#039;&#039; - A Clantech refit used by [[Clan Jade Falcon]] for second-line roles during the Clan Invasion (not being first-line due to them already having IIC variants that are better-suited for that role). For &#039;purity&#039; it removes all Spheroid weaponry, instead taking two Clan-tech Large Pulse Lasers and LB 5-X ACs split between the two gunpod arms and twelve single heat sinks (the additional two replacing the ER medium lasers). As its all Clanner weapons, the &#039;Mech is harder-hitting than its Inner Sphere counterparts and due to the extra heat sinks it doesn&#039;t have the same heat management complications.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman C 2&#039;&#039;&#039; - Made by Red Devil Industries in 3083 for the Falcons, this Clan variant uses an experimental XXL engine and Improved Jump Jets for extreme mobility. It also takes Ferro-Fibrous armor for protection, and an ER Medium Laser and Improved Heavy Medium Laser on each arm. The Rifleman C 2 is a fast-moving and hard-hitting &#039;Mech as a result, suitable for taking on other armor as well as aircraft.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman C 3&#039;&#039;&#039; - A [[Clan Diamond Shark]]/Sea Fox variant based on the Rifleman C, this &#039;Mech uses an ER Large Laser and an Ultra AC/5 with one ton of ammo in each gunpod as well as two torso-mounted ER Medium Lasers. Fourteen double heat sinks ensure everything is chill, while a Clantech Endo-Steel chassis and Ferro-Fibrous armor round out the design.&lt;br /&gt;
===Rifleman II===&lt;br /&gt;
Enough of a radical departure that it isn&#039;t just a variant but its own &#039;Mech model, the Rifleman II was made for the SLDF Royals in 2773. This one becomes an outright Assault &#039;Mech due to it adding twenty tons of overall mass for a total of 80 tons. Built on an Endo-Steel chassis, protected by 12 tons of Kallon Royalstar armor, and powered by a Pitban 320 extralight fusion engine, the &#039;Mech was capable of reaching speeds of up to 64 km/h despite its increase in weight. Its loadout, meanwhile, focused on its strength as an anti-aircraft platform: the gunpod-arms had one LB-X Autocannon/10 and Large Pulse Laser each, while the torso had two Medium Lasers. Finally, fourteen double heat sinks and a Beagle Active Probe rounded out the design, as well as an unspecified comms system and targeting/tracking unit that were both presumably on par with the standard Rifleman&#039;s.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t know much about it, and it has no variants or even images beyond a silhouette, so that&#039;s all we have for now.&lt;br /&gt;
&lt;br /&gt;
===Rifleman III===&lt;br /&gt;
[[File:Rifleman III.jpg|thumb|Yet another Amaris [[Wunderwaffen]] gambit. And just like [[Matar|the main one]] it had some...critical design flaws.]]&lt;br /&gt;
A one-off experimental prototype made for [[That Guy|Stefan Amaris the Usurper]]&#039;s occupying [[Rim Worlds Republic]] forces during the [[Amaris Civil War]], the Rifleman III was yet another chonkier Rifleman that was now in the Assault class. Weighing even more than the Rifleman II at 90 tons, while the chassis it was built on is unidentified we do know it used a 180-rated extralight fusion engine and 10 and a half tons of standard armor - despite the lighter engine it was one of the slowest &#039;Mechs ever made at a snail&#039;s pace of 32 km/h. This meant the [[UrbanMech|Urbie]] could keep pace with the thing. [[Wat|Despite this slow speed it was intended as an ambush unit.]]&lt;br /&gt;
&lt;br /&gt;
For that dubious role, its main piece of experimental technology was a Null Signature System that essentially masked the &#039;Mech from all but visual detection - somewhat offsetting the fact that it was so slow by making it so that you couldn&#039;t engage it until you could clearly see it. As for weapons, it had four Gauss Rifles with only two tons of ammunition, [[FAIL|meaning it only had four full volleys until it was a sitting duck]].&lt;br /&gt;
&lt;br /&gt;
No wonder only one was made. &lt;br /&gt;
&lt;br /&gt;
But to be fair to it, the one prototype made was never meant to see actual combat: it had to be rushed into service to defend against legendary General Alexsandr Kerensky&#039;s reclamation of Terra in 2777 [[EPIC FAIL|and as expected was completely bodied]]. Not that it didn&#039;t go down swinging, as it managed to eliminate 9 SLDF BattleMechs (with presumable ammo-conservative tactics, and probably of significantly lower weight) before being rendered inoperable. Not bad for a &#039;Mech so bad that the &#039;&#039;[[Banshee (BattleTech)|Banshee]]&#039;&#039; looks good in comparison.&lt;br /&gt;
&lt;br /&gt;
Afterwards the failed design would be forgotten (aside from a few rumors, and of course besides those on Terra and part of [[ComStar]]), only being rediscovered in entombed wreckage on Terra by the [[Republic of the Sphere]] in 3146. Of course, the Devlinites wouldn&#039;t have much time to study it before [[Clan Wolf]] reclaimed Terra for Kerensky&#039;s legacy - and it is unknown if the newly-crowed ilClan will take interest in it or not. Could take the good idea of a fully stealthed &#039;Mech and make a Rifleman IIC that serves as nigh-undetectable anti-air emplacements...&lt;br /&gt;
&lt;br /&gt;
[[tl;dr]]: [[Not as planned|Oxymoronic prototype that was forced into combat before it could be kitted in an actually effective way, with predictable results.]]&lt;br /&gt;
&lt;br /&gt;
===Rifleman IIC===&lt;br /&gt;
[[File:Rifleman iic.png|thumb|The Clanners&#039; unique Riflemen have funny [[hats]].]]&lt;br /&gt;
&lt;br /&gt;
As one of the most common &#039;Mechs in the era of the First Star League, it was only natural some of the RFL-3Ns found themselves taken along for the ride in Kerensky&#039;s Exodus. As such, their Riflemen would benefit from uninterrupted technological development, leading to the Rifleman IIC. Five tons heavier (for a weight of 65 tons) and a bit slower (with a top speed of 54 km/h) than a regular Rifleman, it adds a bunch more space to equip more stuff with. This is accomplished partially by upgrading the frame to a CCo-B Endo-Steel one and using a Fusion 195 Mk. VI, Mod. 3 engine, saving some weight than if the regular frame and engine were just upscaled for the new size. It also is better armored than its Inner Sphere counterpart, 11 tons of Forging ZM15 Ferro-Fibrous armor making sure it doesn&#039;t crumble like a cookie the moment something shoots at it. Also, to make up for the mobility loss, three Jump Jets are added so that the &#039;Mech can leap 90 meters in one thruster burst.&lt;br /&gt;
&lt;br /&gt;
The most striking feature is the &#039;hat&#039; the &#039;Mech has, which is comprised of the technology it uses to make itself even more effective as its role of fire support and anti-air defense. This consists of a Hector CC-22E communications system, a Mk. CXC-4 targeting &amp;amp; tracking system, an ECM Suite, and an Active Probe. By default it also has 19 double heat sinks, though volley fire is recommend with the &#039;Mech&#039;s typically energy-heavy loadouts.&lt;br /&gt;
&lt;br /&gt;
For Design Quirks [[crunch]] it has Anti-Aircraft Targeting and Improved Communications, ditching the others of the Spheroid version.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 1&#039;&#039;&#039; - The standard Rifleman IIC takes four Large Pulse Lasers, able to shred enemy &#039;Mechs and aircraft alike. It also has an ER Small Laser slapped onto the hat, seemingly as an afterthought - its more effective against light armor and infantry than other &#039;Mechs that have closed the distance. In short, it can easily nail other &#039;Mechs as well as fliers - the latter especially has to be careful with the sheer amount of laser [[Dakka]] it can put out with exceptional precision.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 2&#039;&#039;&#039; - A complete flip to physical guns instead of energy ones, the IIC 2 takes out all the weapons and equipment of the IIC 1 and sheds a half ton of armor in favor of mounting four Ultra AC/2s with six tons of ammunition and a more powerful engine capable of supporting speeds up to 64 km/h. While the massive &amp;amp; unprotected ammo bins are obviously a hazard to be wary of, it&#039;s well worth the ability to fuck up anything that enters its airspace.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 3&#039;&#039;&#039; - Made after the Great Refusal assfucked [[Clan Smoke Jaguar]] into oblivion by invading its homeworld of Huntress, this configuration made in 3063 was intended to bolster [[Clan Cloud Cobra]]&#039;s defenses so that such a thing cannot happen to them. It has two Model HHC-30 Ultra Autocannon/2s as its long-range armament, making it easy to mistake for an IIC 2 until it suddenly opens up with two Series 4D-2 Heavy Large Lasers. Due to the large amount of produced waste heat of the latter the &#039;Mech has 21 double heat sinks, though this necessitates removing the ECM suite.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 4&#039;&#039;&#039; - This &#039;Mech swaps two of the Large Pulse Lasers for two ATM-9 launchers with two tons of ammo each, making it the first Rifleman variant to mount missiles. It also reduces the heat package to only 16 double sinks since the 3 removed aren&#039;t really needed. &lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 5&#039;&#039;&#039; - A jumper variant that takes Improved Jump Jets in order to allow it to leap up to 150 meters. Aside from that it has a marksman loadout of three ER Large Lasers and two Medium Pulse Lasers, cooled by 19 double heat sinks. The Rifleman IIC 5 thus excels at being a sniper able to rapidly reposition after taking shots.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 6&#039;&#039;&#039; - Thought the IIC 2 was already the pinnacle of rapid-fire death? The IIC 5 ups the ante by using two Hyper-Assault Gauss Rifle/30s with seven tons of ammo as its guns, while also taking two anti-missile systems so it can shoot down the missiles fliers fire as well as the fliers themselves. However, to accommodate this the ECM Suite and Jump Jets of the IIC 1 have to be removed. The design is thus less mobile, but able to fire streams of hypervelocity {{BLAM|&#039;&#039;&#039;*BRRRRRRRRRRRRRRT*&#039;&#039;&#039;}} at targets - something just as lethal to other &#039;Mechs as it is to aircraft.&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 7&#039;&#039;&#039; - First manufactured by [[Clan Nova Cat]] in 3078, the IIC 7 is basically [[Rage|an IIC 5 that installed aimbot cheats]]. Said cheats come from the Targeting Computer, which is linked up to gunpod-mounted Heavy Large Lasers and Plasma Cannons (one per gunpod-arm). The jump capability is retained, making it also able to flee before it can face retribution for the [[bullshit]] antics its loadout allows it to pull even against heavier &#039;Mechs. &lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 8&#039;&#039;&#039; - A hard-hitting and fast-moving generalist, the IIC 8 is built on an Endo-Steel chassis and powered by a Consolidated 325 XL engine that lets it reach speeds of 86 km/h. It also has five Jump Jets for leaping up to 150 meters at a time, while retaining the IIC 1&#039;s ECM suite so it can disrupt enemy electronics. Its real strength, however, comes from the sheer power of its weapons: in each gunpod-arm, a Series 7K ER Large Laser is used as its long range anti-armor weaponry while a Series-9 Anti-Personnel Gauss Rifle is mounted to sweep up infantry and Battle Armor; and for CQC, it has two Type VI Streak SRM-6 launchers mounted in the torso. [[Rape|Good luck taking it down, as it&#039;s going in dry.]]&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 9&#039;&#039;&#039; - Another aimbot sniper, this one a less mobile Dark Age variant and almost reaching overheat levels only thought possible with the prototypes and the Rifleman 4D. This is due to it taking [[Anal circumference|&#039;&#039;four&#039;&#039; Targeting Computer-linked ER Large Lasers]] (two per gunpod-arm) that can be a threat to any &#039;Mech; the heat they generate requires 20 double heat sinks for volley fire as well as 2 coolant pods for an alpha strike firing all weapons at once. It also mounts Reflective Armor as to protect the &#039;Mech from others&#039; energy weapons. The aforementioned cooling pods and additional heat sinks necessitate the removal of the Active Probe, ECM Suite, and ER Small Laser, but did you really need them with this much firepower?&lt;br /&gt;
*&#039;&#039;&#039;Rifleman IIC 10&#039;&#039;&#039; - Made by the [[Outworlds Alliance|Raven Alliance]], this oddball variant flips the Rifleman to be close-range instead of fire support. For its arm weapons it has four ProtoMech AC/8s, while for backup it still has the &#039;hat&#039;-mounted ER Small Laser. It also keeps the Active Probe of the original, while reducing the number of heat sinks to 10 since it doens&#039;t need any more than that. Finally, a Supercharger is installed to allow it to rapidly change range brackets with bursts of speed. The end result seems more focused on said speed than firepower, since ProtoMech guns will only really be good against the usual aircraft prey and Light &#039;Mechs.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ADR04-Mk-X Destroid.webp|The ADR04-Mk-X Defender Destroid of [[Robotech|Robotech/Macross]], which was used as the original design for the Rifleman (and later inspiration for the more copyright-friendly one). Like the &#039;Mech based off of it, it was also intended for anti-air duties; the design just lends itself to that.&lt;br /&gt;
File:Unseen rifleman.png|The [[Retcon|Unseen]] Rifleman, proving it to have originally been an illegal IP alien. Which shot down other illegal IP aliens as well because it hates aircraft &#039;&#039;that&#039;&#039; much.&lt;br /&gt;
File:Rifleman iic og.jpg|The original take on the Rifleman IIC, also [[Retcon|Unseen]] since - although original - it was made out-of-house and could possibly cause another legal incident like the &#039;true&#039; Unseen did.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*Sarna pages:&lt;br /&gt;
**[https://www.sarna.net/wiki/Rifleman Rifleman]&lt;br /&gt;
**[https://www.sarna.net/wiki/Rifleman_II Rifleman II]&lt;br /&gt;
**[https://www.sarna.net/wiki/Rifleman_III Rifleman III]&lt;br /&gt;
**[https://www.sarna.net/wiki/Rifleman_IIC Rifleman IIC]&lt;br /&gt;
[[Category:BattleTech]][[Category:BattleMech]]&lt;/div&gt;</summary>
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		<updated>2025-02-11T00:16:25Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<author><name>Kirbanzo</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_(BattleTech)&amp;diff=1002726</id>
		<title>Warhammer (BattleTech)</title>
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		<summary type="html">&lt;p&gt;Kirbanzo: updating to version from https://1d6chan.miraheze.org/wiki/Warhammer_(BattleTech)&lt;/p&gt;
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&lt;div&gt;{{disambiguation|the &#039;Mech from [[BattleTech]]|the weapon (and [[Games Workshop|Geedubs]]&#039; various games under that name)|Warhammer}}&lt;br /&gt;
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[[File:BTBlackWidow.jpeg|thumb|300px|Natasha Kerensky&#039;s Warhammer from her days as a Dragoon - arguably the most famous Warhammer in the setting.]]&lt;br /&gt;
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{{Topquote|God Almighty, when I saw that Warhammer bearing down on me. I thought Satan himself was a-piloting it, so fast and furious was its moving.|Interview with Lieutenant Silas McCorkell, in &#039;&#039;The Commonwealth: Do We Stay?&#039;&#039; Skye Broadcasting Network, May 4, 2593}}&lt;br /&gt;
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The &#039;&#039;&#039;WHM-6R &amp;quot;Warhammer&amp;quot;&#039;&#039;&#039; is one of the most iconic [[BattleMech]]s ever put out by [[BattleTech]]. How iconic, you ask? Well, it both [[Old school|was the cover &#039;Mech all the way back when the game was BattleDroids]] and is considered &#039;&#039;the&#039;&#039; Heavy &#039;Mech of the setting. (Second only to the [[Timber Wolf]] but c&#039;mon, that&#039;s basically the mascot of BattleTech already.)&lt;br /&gt;
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==Overview==&lt;br /&gt;
The Warhammer was rolled out in 2515 by StarCorps Industries with the intent of the &#039;Mech being an absolute menace to other &#039;Mechs of the same or lower weight class. It achieved this using [[Dakka|balls-to-the-wall firepower]] while making itself hard to kill by being relatively heavy-armored. Needless to say, it did its job and went on to practically define its weight class. Back in the heyday of the [[Star League]], it was both a mainstay of their Defense Force and one of the &#039;Mechs selected for the Gunslinger Program.&lt;br /&gt;
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After the collapse of the League brought everything to shit due to the Succession Wars, the Warhammer remained a mainstay since the factories to make it were still prevalent across the [[Inner Sphere]], though the rate of production was a shadow of what it once was. This also saved the design from having its original specs become [[LosTech]] like several other &#039;Mechs, though some of its League-era variants would meet that fate. Eventually, the Helm Memory Core would allow the Warhammer to regain its former glory, especially after the [[Clan Invasion]] made StarCorps get off their asses and start producing significant numbers of the &#039;Mech again, this time making variants for each of the major [[Inner Sphere|Successor States]].&lt;br /&gt;
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Of course, the &#039;Mech is also found in the Periphery, with some Periphery powers making their own variants of the &#039;Mech. And [[The Clans]] get their own lineage in the form of IIC variants, based on OG Warhammers brought with them during Kerensky&#039;s Exodus and going up a weight class.&lt;br /&gt;
&lt;br /&gt;
==Specs==&lt;br /&gt;
Weighing in at a chunky 70 tons, the Warhammer sits at the upper limit of the Heavy size class - any heavier and it&#039;d be an Assault &#039;Mech. It&#039;s built on a StarCorp 100 chassis and powered by a VOX 280 fusion engine, the latter of which allows the &#039;Mech to reach a top speed of 64.8 kilometers per hour. This is in spite of its heavy protection of 10 tons of Leviathon Plus armor. The Warhammer is also noted as having an O/P 3000 COMSET communications system that, while dated by the 31st Century, is still considered reliable enough for the Mech to be able to assume a command role. An O/P 1500 ARB provides targeting and tracking, which is supported by a spotlight mounted on the left shoulder which made the &#039;Mech adept at night fighting. Finally, 18 single heat sinks are the standard cooling package that keeps a Mechwarrior from being microwaved by its own waste heat.&lt;br /&gt;
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===Armament===&lt;br /&gt;
The standard loadout of a Warhammer as intended by the Star League focused on being an all-rounder of a damage dealer. For its main weapons, a pair of arm-mounted Donal PPCs were mounted for long-range shredding of other &#039;Mechs. When fired in unison, [[Anal circumference|the resulting damage was basically like if you were hit by an Autocannon/20 that somehow could nail you from dozens of meters away]]. For CQC it relies on two Martell Medium Lasers and two Magna Small Lasers, as well as a Holly SRM-6 launcher on the right shoulder which was fed by 1 ton of missiles within the right side of its torso. Finally, anti-infantry was provided by two Sperry Browning Machine Guns mounted on each side of the torso with one ton of HMG ammo split between them stored in the center of said torso.&lt;br /&gt;
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===Design Quirks===&lt;br /&gt;
In terms of crunch, a Warhammer has the design quirks of being Rugged(2) (not needing maintenance nearly as often as other &#039;Mechs do), having a Searchlight as previously mentioned, being Stable (needing more force for a melee attack to knock it down), and Ubiquitous (since factories to make parts for it are still prevalent, swapping a blown-out PPC is relatively easy).&lt;br /&gt;
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==Variants==&lt;br /&gt;
Since the Warhammer&#039;s one of the oldest &#039;Mechs around both in-universe and out, it&#039;s accrued a long list of alternate loadouts over the years. Also, something to note is that a Warhammer variant&#039;s numerical designation does &#039;&#039;not&#039;&#039; reflect what iteration it is chronologically unlike some other &#039;Mech designations.&lt;br /&gt;
*&#039;&#039;&#039;WHM-4L&#039;&#039;&#039; - One of the 31st-century StarCorp variants, this one for the [[Capellan Confederation]] and their Shadow Lances. This 3067 &#039;Mech completely overhauls the Warhammer to be a [[Raven Guard|sneaky fucker]]. It now uses an XL Engine, Double Heat Sinks, and Stealth Armor, while its weapons are now two ER PPCs, four Medium Pulse Lasers, and a Streak SRM-6.&lt;br /&gt;
*&#039;&#039;&#039;WHM-5L&#039;&#039;&#039; - Another Capellan variation introduced in 3081, though this one is in-house. The 5L utilizes plasma rifles in place of PPCs, three ER medium lasers, and a Streak SRM-4 launcher. However, the most important addition was 5 Improved Jump Jets allowing it to rocket across the battlefield with a 150-meter jump range.&lt;br /&gt;
*&#039;&#039;&#039;WHM-6D&#039;&#039;&#039; - A [[Federated Suns]]-favored alternate loadout introduced in 2835, this variant of the standard 6R ditches the machine guns and SRM-6 launcher in favor of 4 more tons of armor, reinforced legs, and two more heat sinks.&lt;br /&gt;
*&#039;&#039;&#039;WHM-6K&#039;&#039;&#039; - Another 6R mod, this time common to the [[Draconis Combine]]. It simply removes the machine guns and their ammo in favor of two more heat sinks. This was explicitly done in order to make the Warhammer&#039;s PPCs more efficient.&lt;br /&gt;
*&#039;&#039;&#039;WHM-6L&#039;&#039;&#039; - Yet another Capellan variant, but much older than the first two above. It swapped the Machine Guns for [[Flamer]]s, earning the 6L the nickname of the &amp;quot;Hot Hammer&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;WHM-6Rb&#039;&#039;&#039; - A Star League-era Warhammer used by the SLDF Royal units. No weapon changes for this one - instead, this 2599 variant upgraded to use 17 double heat sinks and ferro-fibrous armor, as well as an Artemis IV fire control system.&lt;br /&gt;
*&#039;&#039;&#039;WHM-6Rk&#039;&#039;&#039; - A Combine variant that&#039;s also from the days of the Star League. It uses an XL Engine and 15 double heat sinks, and has 13 tons of armor. This weight reduction brings its top speed to an abnormally high for its weight 86 km/h.&lt;br /&gt;
*&#039;&#039;&#039;WHM-7A&#039;&#039;&#039; - An upgraded 6Rb also used by the SLDF Royal units during the time of the First Star League. Its internal structure is now Endo Steel, and it now uses 16 double heat sinks instead of 18 standard ones. Its PPCs are upgraded to have extended range, and the SRM-6 had an Artemis IV FCS installed. The machine guns and small lasers, meanwhile, are swapped for two Small Pulse Lasers and two more Medium Lasers.&lt;br /&gt;
*&#039;&#039;&#039;WHM-7CS&#039;&#039;&#039; - Created by [[ComStar]] for the express purpose of turning back the Clanner tide at the Battle of Tukayyid (though in a bout of irony [[Derp|it&#039;d be turned against the Inner Sphere it was supposed to protect]] by the [[Word of Blake]]), the 7CS is designed for traversing difficult terrain and engaging in ambush tactics. Its main weapons are now two Fusigon Longtooth ER PPCs, and the secondary weapons systems have been completely swapped out in favor of two Martel medium lasers and three Hovertec Streak SRM-2 launchers with one ton of ammo protected by CASE. Other mods include adding four Leviathon Plus jump jets to allow it to jump 120 meters max, changing to a VOX 280 XL engine, and upgrading to Double Heat Sinks.&lt;br /&gt;
*&#039;&#039;&#039;WHM-7K&#039;&#039;&#039; - A variant used by House Kurita of the Combine for the purpose of coordinating artillery by being a walking [[Markerlight]]. This is achieved with a Target Acquisition Gear system installed on the 7K which allows targeting data to be relayed between the &#039;Mech and the big guns several kilometers away. However, it&#039;s still a tough cookie without its shelling friends - built on an Endo Steel chassis, it totes around two ER PPCs, two medium lasers, two small pulse lasers, and two Streak SRM-2s.&lt;br /&gt;
*&#039;&#039;&#039;WHM-7M&#039;&#039;&#039; - A Warhammer variant utilized by the [[Free Worlds League]] and produced by Ronin Inc., the 7M is built on a Kell Reinforced 270 Standard chassis and is now powered by a Magna 280 fusion engine, the latter granting it a top speed of 64.5 km/h. It also upgraded to Double Heat Sinks. Weapons-wise, its main guns are two Fusigon Longtooth ER PPCs while the secondaries are now two Martell medium lasers and a Shannon SH-60 SRM-6. For anti-infantry, it mounts an LFN Lindblad machine gun, and it also incorporates missile defense in the form of an LFN Lindblad Shotgun anti-missile system. The machine gun, SRM-6, and AMS all have one ton of ammo each. Finally, the aging electronics of the standard Warhammer were swapped out for newer options of a Barret Party Line-200 comms system and a Wasat Watchdog W100 targeting system.&lt;br /&gt;
*&#039;&#039;&#039;WHM-7M-DC&#039;&#039;&#039; - A dedicated command version of the 7M which installs a Command Console at the expense of a Medium Laser, the AMS, and half a ton of machine gun ammo.&lt;br /&gt;
*&#039;&#039;&#039;WHM-7S&#039;&#039;&#039; - The 7S is an upgraded version used by the Federated Commonwealth and later by its ex-constituents post-Civil War. Its loadout only kept the small lasers, everything else went into the dumpster. What replaced them were two ER PPCs, two Defiance P5M medium pulse lasers, and two Coventry T4H Streak SRM-2 launchers (which have one ton of reloads between them). The heat sinks were also upgraded to doubles.&lt;br /&gt;
*&#039;&#039;&#039;WHM-8D&#039;&#039;&#039; - A nigh-total overhaul made as the first of StarCorp&#039;s modern upgrades to the Warhammer, this one being rolled out to the then-extant Federated Commonwealth and later to the Federated Suns and [[Lyran Commonwealth]] after they split up. The 8D is built on a Star Frame Heavy Endo Steel chassis, protected by 13.5 tons of Durallex Heavy armor, and powered by a GM 280 Fusion power plant, the latter of which ensures there&#039;s no loss in speed compared to the original despite toting around a fuckton more weight. It also uses 17 double heat sinks instead of 18 singles, ensuring the &#039;Mech can deal with a lot more waste heat before either shutting down or frying the Mechwarrior inside. Weapons-wise, its main guns are two Johnston High Speed ER PPCs, with supplementary weapons being two Defiance Model XII ER medium lasers, two BlazeFire Longshot ER Small Lasers, and a Harpoon-6S Streak SRM-6 launcher with one ton of reloads protected by CASE. Finally, its electronics were updated to be a Garret T-60 FastScan comms system and Garret F22C targeting computer, and adding on a C3 slave unit so it can share targeting data with its mates to collectively ruin some poor sod&#039;s day.&lt;br /&gt;
*&#039;&#039;&#039;WHM-8D2&#039;&#039;&#039; - An 8D made in the Dark Age after the Jihad, this Warhammer upgrades to a C3 boosted slave and switches the Streak SRM-6 for a Thunderbolt-5 missile launcher. Expect LRM salvos aplenty if you face off against a group of these.&lt;br /&gt;
*&#039;&#039;&#039;WHM-8K&#039;&#039;&#039; - Originally made as a field retrofit by the Draconis Combine during the Blakists&#039; temper tantrum, the 8K switches to Valiant Ringmail Light Ferro-Fibrous armor for additional protection and lighter weight. For weapons, it dumps everything the 8D uses in exchange for two Lord&#039;s Light 3 Heavy PPCs and a Guided Technologies Streak SRM-4 with CASE ammo protection. Heat dissipation is provided by 16 Double Heat Sinks, and it maintains the C3 slave of the 8D. Overall, a lighter Warhammer that&#039;ll [[rape|coordinate volleys of Heavy PPC fire with its peers]] to remove anything that stands in its way.&lt;br /&gt;
*&#039;&#039;&#039;WHM-8M&#039;&#039;&#039; - A variant made to focus on long-range combat, the Warhammer 8M utilizes two ER PPCs and a Light Gauss Rifle that turns the &#039;Mech into a sniper. Its medium lasers are also upgraded to be extended range. Finally, it reduced the number of heat sinks to 12 double ones in exchange for being able to take 13 tons of armor and the aforementioned Gauss Rifle.&lt;br /&gt;
*&#039;&#039;&#039;WHM-8R&#039;&#039;&#039; - Meant to be a second take of the original, tried-and-true formula the 6R is known for, this Warhammer mounts two ER PPCs, two medium lasers, two small lasers, two machine guns with one shared ton of ammo, and a Streak SRM-6 with one ton of reloads. The ammo and reloads are protected by CASE II, while its base is now an Endo Steel structure with 13 tons of standard armor, 16 double heat sinks, and a conventional 280 fusion engine. This all makes the 8R to be noted as a very long-lived and survivable &#039;Mech.&lt;br /&gt;
*&#039;&#039;&#039;WHM-9D&#039;&#039;&#039; - Meant to be a straight upgrade to the original, the 9D is a &#039;Mech built around an Endo Steel chassis and an XL Engine - the latter allowing it to increase its top speed to 86 km/h while carrying around 13.5 tons of armor. It also upgraded the PPCs and Medium Lasers to be extended range and added a Targeting Computer on top of all of that so it can LARP as [[Team Fortress 2|an aimbot on 2Fort]]. And if that wasn&#039;t enough, it can quickly reposition with three jump jets which allow it to leap up to 90 meters at a time. [[Rage|Which means you have a sniper that has inhuman accuracy that&#039;ll just jump away the moment you get close enough to try and kill it]].&lt;br /&gt;
*&#039;&#039;&#039;WHM-9K&#039;&#039;&#039; - A variant used by House Kurita of the Combine which focuses on long-range engagement, though, unlike the similar 8M, it drops the standard close-combat loadout entirely. Built on endo steel and a light engine, the 9K carries two Heavy PPCs and has a large MML-9 mounted in its right torso for close range and nothing else weapons-wise. It also utilizes 16 double heat sinks ([[Derp|noted to be easy to overtax even with the reduction of the number of weapons]]) and protects two tons of MML reloads with CASE II. So overall, [[FAIL|it&#039;s an overheat-prone sniper that becomes a paper tiger the moment something comes into close range]]. Though given it&#039;s made by the guys who send hordes of light &#039;Mechs manned by rookies to die, are we really surprised?&lt;br /&gt;
*&#039;&#039;&#039;WHM-9S&#039;&#039;&#039; - A Lyran Commonwealth variant, from the time they were the Lyran Alliance, that had its main claim to fame being the use of a Light Fusion Engine, which slashed 25% of the original reactor&#039;s weight off the &#039;Mech. Due to this reduction, it was free to add two more Heat Sinks for a total of 20 and makes them Double Heat Sinks, as well as up its armor to 13 tons. Weapons-wise, it changes to use two ER PPCs, two ER Medium Lasers, and a Streak SRM-6 launcher.&lt;br /&gt;
*&#039;&#039;&#039;WHD-10CT&#039;&#039;&#039; - A bit of an odd case, this Warhammer is based on a [[Solaris VII|Solarian]] arena custom Warhammer known as the &#039;&#039;Lich&#039;&#039; as well as the [[Marauder (BattleTech)|Marauder]] and [[Nova Cat]], the latter making it a mixed-tech &#039;Mech. The D-10CT is built on an Endo Steel chassis, a Heavy Gyro, a light fusion engine, 13 double heat sinks, and 12.5 tons of light ferro-fibrous armor. Its main guns are now two Ceres Arms Thrasher Snub-Nose PPCs, while the medium lasers and small lasers are swapped out for Diverse Optics Sunfire ER medium lasers and Ceres Arms Model W medium pulse lasers respectively. The missile launcher is now a Sian/Ceres Stalking Cougar Streak SRM-6 Rack. Finally, electronics are updated with an O/P COM-500 with C3 module communication system and an O/P Scanoptics Type 9+ targeting and tracking system, alongside a Clantech Targeting Computer. The C3 module and Targeting Computer are a particularly dangerous combo.&lt;br /&gt;
*&#039;&#039;&#039;WHM-10K&#039;&#039;&#039; - Another mixed-tech variant of the Warhammer, though this one tries to stick to the original formula of the Warhammer. Its arm weapons are Inner Sphere ER PPCs, while the sides of the torso mount 1 ER medium laser, one ER small laser, and a Clantech machine gun each. A Clantech Streak SRM-6 is also attached on the right shoulder. Clantech CASE II protects 1 ton of streak SRM reloads as well as half a ton of machine gun reloads, while the platform itself is now an Endo-Composite structure, 16 double heat sinks, a 280 light fusion engine, and 18 tons of ballistic reinforced armor.&lt;br /&gt;
*&#039;&#039;&#039;WHM-10T&#039;&#039;&#039; - A refit of the Warhammer 9D that focuses on rapid redeployment. To this end, it replaces the ER PPCs with standard ones and ditches the Targeting Computer in exchange for upgrading to Improved Jump Jets, allowing it to vault up to 210 meters. Needless to say, a Heavy &#039;Mech jumping nearly one quarter of a kilometer just to shoot you at close range can make even veteran Mechwarrirors, albeit caught unaware, shit themselves.&lt;br /&gt;
*&#039;&#039;&#039;WHM-11T&#039;&#039;&#039; - A [[Taurian Concordat]] variant which overhauls the &#039;Mech with new specs, albeit keeping the same frame. It&#039;s powered by an XL Engine and protected by Light Ferro-Fibrous armor, while temperature is managed by 13 double heat sinks and ammo is protected by CASE. In terms of weapons, it mounts two Snub-Nose PPCs on its arms, two Light PPCs and two ER medium lasers on its torso, and a shoulder-mounted MML-5. It also uses 5 Improved Jump Jets, changing it to be more suited for skirmishing than the battleline role of the original.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer C&#039;&#039;&#039; - A Clanner version of the OG Warhammer, developed as to assume the niche the Warhammer IICs no longer fill. It&#039;s intended for second-line or solahama (that is, old fucks that don&#039;t fight as well anymore who want to go out in honorable battle) troops. As one would expect for a Clan refit, it swaps a lot of its gear for Clantech - in particular, it swaps the PPCs for Large Pulse Lasers, upgrades the SRM-6s to Streak, and uses 2 ER Medium and ER Small lasers that are torso-mounted. The miniguns, oddly enough, are the same as the Inner Sphere variants.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer C2&#039;&#039;&#039; - The Clans inevitably noticed the Inner Sphere miniguns on the Warhammer C and decided to finally get rid of them for total purity, while also making additional changes. The resulting variant is infamous for being somewhat of a glass cannon. The &#039;Mech wields two Clantech ER PPCs in its arms, while its torso has two Medium Pulse Lasers and two Small Pulse Lasers. The miniguns are replaced with two Clantech ER Small Lasers, and has the same Streak SRM-6 with its one ton of ammo in the right side of its torso. This ammo is not protected by any form of CASE, contributing to its reputation of being able to dish out a lot of damage but not being able to take much back; it also is vulnerable to infantry due to the complete lack of miniguns.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer C3&#039;&#039;&#039; - A Golden Century complete overhaul popular with the &amp;lt;s&amp;gt;Clanner spies&amp;lt;/s&amp;gt; mercenary group of Wolf&#039;s Dragoons, this variant likes to live dangerously. Built upon an Endo Steel chassis and an XL engine, it mounts two Clantech ER PPCs for its arm weapons much like the C2, but differs in torso loadout: each side of the torso mounts a Clan ER Medium Laser, a Clan Medium Pulse Laser, and a Streak SRM-6 with one ton of ammunition. The armor is presumably the same as the original Warhammer, except with the added quality that Clantech provides. Finally, an ECM Suite and Targeting Computer work in tandem to jam enemy locking while acquiring the &#039;Mech&#039;s own. Its reputation as a &#039;Mech on the edge comes from the fact it only has 17 double heat sinks, which aren&#039;t enough to keep the &#039;Mech cool, but the heat they store can be used to assist in firing its weapons. This encourages a dangerous combat style of keeping the Warhammer C3 dangerously close to overheating to squeeze out that extra bit of firepower.&lt;br /&gt;
*&#039;&#039;&#039;Dual Cockpit refits&#039;&#039;&#039; - The Draconis Combine and Capellan Confedration like to install a second cockpit onto their Warhammers, though which ones they did the modification to differed between the two Inner Sphere nations. The WHM-7M was the only one that both used for this kind of refit, removing one of the medium lasers in exchange. The Draconis Combine also did the refit to the standard WHM-6R, removing the two small lasers for the space necessary for the extra cockpit. Finally, the Capellan Confederation modified the &amp;quot;Hot Hammer&amp;quot; WHM-6L by removing a flamer in exchange for the dual cockpits.&lt;br /&gt;
===Warhammer IIC===&lt;br /&gt;
[[File:Warhammeriic-special-concept.png|thumb|300px|Bigger, sleeker, and [[Dakka]]-ier. {{KRUMP|STILL IZN&#039;T ENUFF!}}]]&lt;br /&gt;
[[The Clans]], when presented with the challenge of updating the aging Warhammer, decided to have their Warhammer variants cross the weight line and become outright Assault &#039;Mechs capable of going toe-to-toe with the biggest boys. Now weighing 80 tons, the beefier Warhammer IIC is built upon an SFX-80 Endo Steel chassis, powered by a Type 10 320 standard fusion engine (giving a top speed of 65 km/h), and protected by 12 tons of Forging ZM15 Ferro-Fibrous armor - protection that lets it stand up to even 100-ton Assault &#039;Mechs. Comms are provided by a TDWS-37 Mk 2.2 and targeting/tracking by a &amp;quot;Hermes&amp;quot; CT-44. Finally, 20 double heat sinks are more than enough to keep everything nice and chill.&lt;br /&gt;
&lt;br /&gt;
This gets traded out for losing the Rugged(2) and Ubiquitous design quirks of its Inner Sphere counterpart. Of course, having those is nice and the OG Warhammer fills a different niche than the IIC, hence why the Warhammer C variants exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 1&#039;&#039;&#039; - The most popular Warhammer IIC configuration, which mounts two Clantech Mk. XVII ER PPCs (though some have newer Type DDS &amp;quot;Kingston&amp;quot; models), a Patern J7 SRM-6 launcher, and five 14a Medium Pulse Lasers (the new 5th one being mounted above the cockpit). The result is a &#039;Mech capable of overwhelming the defenses of &#039;Mechs of equal or lesser tonnage. &lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 2&#039;&#039;&#039; - A long-range support &#039;Mech. Replaces the 5 Medium Pulse Lasers with two LRM-10s with 3 tons of ammo shared between them. Expect this one to be in the back taking opportunistic shots or launching missiles at priority targets.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 3&#039;&#039;&#039; - A [[Clan Diamond Shark|Clan Diamond Shark/Sea Fox]]-created loadout that&#039;s an [[Cheese|aimbot sniper]] (though nowhere near as [[Rage]]-inducing as the [[Warhawk]]). It swaps the ER PPCs with Heavy Large Lasers and adds two more heat sinks and a half ton of armor. The aimbot part comes in with the advanced Targeting Computer added to assist in aiming the heavy lasers (which, to be fair, are unwieldy and benefit greatly from the artificial accuracy boost). [[FAIL|Despite clearly dominating at long range, the IIC 3 wasn&#039;t well-received by the merchant Clan&#039;s customers.]]&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 4&#039;&#039;&#039; - After the IIC 3 &#039;&#039;somehow&#039;&#039; undersold despite being a sniper with aimbot, Clan Diamond Shark went back to the drawing board and decided on making a complete overhaul instead. This results in a &#039;Mech that looks visibly different than its original configuration, and was notably given top-of-the-line comms and weapons that would normally be reserved for completely original Clan designs. These all have Type DDS &amp;quot;Kingston&amp;quot; ER PPCs, while their secondary weapons package is swapped out to be a pair of System 4 ATM-6 launchers and a Series 1 Mk. III ER Small Laser. The ATM-6s in particular means it can dole out a surprising amount of damage against a target closer to itself due to the inverse relationship ATM missiles have between their payload size and range bracket.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 5&#039;&#039;&#039; - A light vehicle shredder configuration which shaves off six heat sinks and a half ton of armor in order to have an overhauled weapons package. In particular, each arm now has a Type 0 Hyper-Assault Gauss Rifle 20, which essentially means that [[Rape|it goes into battle armor and combat vehicles dry]]. The secondary weapons, meanwhile, are now a pair of Series 2D-2 Heavy Medium Lasers on each side of the torso, while above the head a Streak SRM-4 is mounted.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 6&#039;&#039;&#039; - A variant of the IIC 4 that mounts a Hyper-Assault Gauss Rifle 30 with four tons of ammunition, in exchange for removing the missile launchers and five heat sinks. Essentially another light armor shredder, but more dangerous due to the larger bore.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 7&#039;&#039;&#039; - Created by Clan Snow Raven (now the [[Outworlds Alliance|Raven Alliance]]) as a rare example of a &#039;Mech intended to operate in the vacuum of space. To this end it has 2 Fuel Tanks used to propel the IIC 7 in the void. Weapons-wise it keeps the ER PPCs of the IIC 1, but switches some of the Medium Pulse Lasers to ER Medium Lasers and replaces the SRM with an ATM-6 for all range brackets.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 8&#039;&#039;&#039; - Yet another Clan Diamond Shark creation, intended to be an even more powerful heavy-hitter. The main guns of the IIC 8 are now two Zeta-series X Plasma Cannons and two Series 4D-2 Heavy Large Lasers (one of each per arm), making the &#039;Mech an absolute nightmare for other Assault &#039;Mechs due to the damage potential increase that entails. As for secondary weapons, those now consist of two Series 2b ER Medium Lasers and a Type VI Streak SRM-6. The number of double heat sinks is reduced by one, and to support all this equipment the power source is now a fuckhueg (for an extralight fusion engine, anyway) Type 79 400XL engine that as a side effect lets the &#039;Mech now reach a top speed of 85 km/h, a 20 km/h increase.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 9&#039;&#039;&#039; - Somewhat of an experimental weapons platform. Mainly because it switches the ER PPCs with ExperimentalTech Rotary AC/5s. Backup weapons are now two ER Medium Lasers and two ER Medium Lasers, while the missile launcher is now a LRM-10. Other changes include using an &#039;&#039;XXL&#039;&#039; fusion engine, meaning a speed increase to 86 km/h. [[Derp|Only 1km faster than the XL engine-toting IIC 8 above.]] It also swaps the laser hardpoint on top for a ECM Suite to disrupt enemy systems.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 10&#039;&#039;&#039; - Dark Age-era variant. This one carries four ER Large Lasers as its main armament, backed up by two torso-mounted SRM-6s and a head-mounted ER Small Laser.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 11&#039;&#039;&#039; - Another Dark Ager. Its main guns are two Heavy Large Lasers, with an ER Medium Laser above the cockpit and two SRM-6s in the torso. The legs have A-Pods to deal with infantry.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 12&#039;&#039;&#039; - Essentially an upscaled OG Warhammer. It uses an XXL fusion engine, letting it reach a top speed of 86 km/h like the IIC 9. ER PPCs remain the main guns, while the torso now mounts a pair of ER Small Lasers and ER Medium Lasers on each side. The right shoulder has a SRM-6, and an ECM Suite is installed to disrupt targeting. Overall, well-rounded like the famed 7M.&lt;br /&gt;
*&#039;&#039;&#039;Warhammer IIC 13&#039;&#039;&#039; - Created by the Raven Alliance, the IIC 13 ditches some armor to merge the secondary loadouts of the IIC 1 and 2 into a single package. It sports two arm-mounted ER PPCs as well as two shoulder-mounted LRM-15s. Finally, five Medium Pulse Lasers and two SRM-6s complete this extremely dangerous combatant able to lay down some serious firepower.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Heavy Laser Variant&amp;quot;&#039;&#039;&#039; - Doesn&#039;t have an official record sheet (so far only appearing in a pilot dossier), but this unnamed variant was first made as an informal mod made by Clan Smoke Jaguar right before it got ass-blasted into oblivion by the Second Star League. Its weapons are, as the name suggests, four Heavy Large Lasers, as well as two SRM-6s. [[Derp|Leaves the head hardpoint empty for some reason.]] Judging by the similar weapons layout, this probably was later adapted into the IIC 10.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Batdroid.jpg|Where it all began. (Also [[Retcon|Unseen]] since the design is pretty blatantly a [[Blood Ravens|&amp;quot;borrowed&amp;quot;]] Destroid with dubious legality. [[Star Wars|And let&#039;s not get started with the original name]]...)&lt;br /&gt;
File:Destroid-tomahawk.webp|Proof of pudding: the MBR-04-Mk.VI Tomahawk Destroid from [[Robotech|Macross/Robotech]]. Therefore this art [[counts as]] a depiction of a Warhammer.&lt;br /&gt;
File:BTWarhammer.webp|A Warhammer headlining a Lance of [[Black Knight (BattleTech)|Black Knight]]s.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]][[Category:BattleMech]]&lt;/div&gt;</summary>
		<author><name>Kirbanzo</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Wolfhound&amp;diff=1002725</id>
		<title>Wolfhound</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Wolfhound&amp;diff=1002725"/>
		<updated>2025-02-11T00:07:32Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|This is Grinner. This is my Wolfhound.|Phelan Kell, &#039;&#039;Blood Legacy&#039;&#039;}}&lt;br /&gt;
[[File:Wolfhound RGilClan v17.png|thumb|The Lyrans&#039; protagonist-tier laser show. Hates big cats and olympic athletes.]]&lt;br /&gt;
In keeping with a wolf fetish reminiscent of [[Space Wolves|Russ&#039;s Rowdy Furries]], the &#039;&#039;&#039;WLF-2 &amp;quot;Wolfhound&amp;quot;&#039;&#039;&#039; is a Michael A Stackpole-designed protagonist Light [[BattleMech]] from the [[BattleTech]] universe.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wolfhound was designed in 3028 by the [[Lyran Commonwealth]] to counter the [[Jenner]] and [[Panther (BattleTech)|Panther]] light &#039;Mechs of the [[Draconis Combine]].  It is generally equipped with the maximum amount of armor for a &#039;Mech of its size while sporting an all-energy loadout that preempts the need for resupply during extended campaigns. Designed by author Michael A. Stackpole for the heroes of his novels, the Wolfhound has a strong identity as a reliable &#039;Mech that can outfight anything it can&#039;t outrun.&lt;br /&gt;
&lt;br /&gt;
At least until [[the Clans]] show up.&lt;br /&gt;
&lt;br /&gt;
Before then the Kell Hounds mercenary group had the honor of test-driving the &#039;Mech, followed by Wolf&#039;s Dragoons; its first full-scale deployment would come during the Fourth Succession War where it performed above expectation and cemented the aforementioned identity. It was so effective on its intended prey, in fact, that the Kuritans made a counter to their counter in the form of the Wolf Trap &#039;Mech.&lt;br /&gt;
&lt;br /&gt;
A more advanced version known as the WLF-2 (the one that would end up being the most ubiquitous) using what was formerly [[LosTech]] would be drafted up after the rediscovery of the Helm Memory Core, but retooling of factories taking too long would make it not be rolled out in time for the [[Clan Invasion]] and ended up being used in [[Federated Suns|Fed]]Com mopups, though its successor the WLF-3S would become an important &#039;Mech in Katherine Steiner&#039;s rebellion that fractured the FedCom alliance. Finally, the 4-series was made after TharHes, the main producer of the Wolfhound, got taken over by the [[Word of Blake|Wobbie]] bastards - they were cheaper &#039;Mechs made by Arc-Royal MechWorks (who also had the rights) meant to help allied forces turn back the lunatics.&lt;br /&gt;
&lt;br /&gt;
==Specs==&lt;br /&gt;
Weighing in at 35 tons, the Wolfhound is built on a Arc-Royal KH/3 chassis and powered by a GM 210 fusion engine; the latter allows the &#039;Mech a top speed of 97.2 km/h. Its famously heavy protection comes from seven-and-a-half Durallex Medium armor, while its cooling comes from 10 double heat sinks (more than enough to keep the standard laser boat loadout cool). Additional systems include a O/P Com-22/H47 communications system, a Digital Scanlok 347 targeting/tracking system, and a Full-Head Ejection System provided by the Federated Suns that has saved the lives of many a Mechwarrior.&lt;br /&gt;
&lt;br /&gt;
As for its laser loadout, it specifically consists of a right arm-mounted Cyclops XII ER Large Laser for long-range marksmanship at up to 600 meters, as well as four Defiance B3M Medium Lasers for close quarters. The medium lasers in particular are spread across the &#039;Mech: on the torso one is in the center, one on the left, and one on the right, while the fourth is on the back to cover the &#039;Mech&#039;s backside against any sneaky &#039;Mechs that have any bright ideas about exploiting the usual blindspot. Overall well-rounded for its role, though heat management will be the name of the game as with any laser boat (even if the doubles make it pretty easy).&lt;br /&gt;
&lt;br /&gt;
===Design Quirks===&lt;br /&gt;
For the optional [[crunch]] of the same name, the Wolfhound has the design quirks of being Easy to Maintain and having a Good Reputation (1) (not an actual quirk of the design per se, but means there&#039;s plenty of people lining up to pilot one). The 2H in particular swaps the good reputation for having cooling system problems, reflecting the extra heat sink not being placed effectively in the design.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
*&#039;&#039;&#039;WLF-1&#039;&#039;&#039;: The original Wolfhound from 3028, less prominent than its post-Memory Core incarnation. Compared to its later incarnation its Setanta Large Laser means its maximum engagement range is noticeably decreased, while the use of 10 single heat sinks as opposed to doubles means temperature management is even more of a concern. Straight downgrade compared to the WLF-2, but since we&#039;re talking about two variants that are separated by a major technological recovery that&#039;s to be expected.&lt;br /&gt;
*&#039;&#039;&#039;WLF-1A&#039;&#039;&#039;: A common field refit that tries to reduce heat load by removing the rear-mounted Medium Laser in exchange for an extra heat sink. Not much to it, just trading firepower (and reintroducing a blindspot) for reliability.&lt;br /&gt;
*&#039;&#039;&#039;WLF-1B&#039;&#039;&#039;: Another common field refit, this one moves the rear-facing Medium Laser to be forward-facing, meaning two Medium Lasers are on the center torso. Naturally, this introduces the rear blindspot again, but in exchange makes it able to absolutely blast other Lights that dare get close using all four torso lasers at once.&lt;br /&gt;
*&#039;&#039;&#039;WLF-2&#039;&#039;&#039;: The ubiquitous FedCom-era Wolfhound that was conceived in 3052, as detailed above.&lt;br /&gt;
*&#039;&#039;&#039;WLF-2H&#039;&#039;&#039;: The production era of the WLF-2X below. It ditches the Actuator Enhancement System so it can squeeze in an additional double heat sink, while also downgrading to standard armor since its more cost-effective to use that instead of the special anti-laser stuff. Otherwise its the same as the 2X, taking a Heavy PPC with a PPC Capacitor, two ER Medium Lasers, an ER Small Laser, and a Supercharger, all built on an Endo-Steel chassis with an eXtraLight Engine. Overall more reliable thanks to the extra heat sink but less accurate since you don&#039;t have an AES to allow fine-tuning of your aim, and of course you&#039;re vulnerable to lasers again (though even before that change [[derp|you could just fire at it with physical rounds]]). [[Fail|Or well, it would be more reliable, if someone didn&#039;t botch the installation of said heat sink and introduced flaws into the cooling system.]] So close...&lt;br /&gt;
*&#039;&#039;&#039;WLF-2X&#039;&#039;&#039;: Made in the middle of the Blakist temper tantrum, the 2X was designed by one Michael Bodien from Arc-Royal using experimental technology to fight back against the rogue [[ComStar]] agents. To save weight the &#039;Mech is built on an Endo Steel chassis and uses an XL Engine for power, freeing up space for its heavier weapons as well as a Supercharger for extra bursts of speed. And heavy they are, since the &#039;Mech&#039;s main gun is a Heavy PPC seldom seen on light &#039;Mechs in general that&#039;s enhanced with a PPC Capacitor and an Actuator Enhancement System. For backup it still has torso lasers, consisting of two ER Medium Lasers and one ER Small Laser. And in case you thought you could laser spam it back, it laughs at you with its laser-reflective armor (until you shoot it with a Re-engineered Laser, that is). Overall this is a deadly particle sniper that can punch up extremely hard thanks to the Heavy PPC + PPC Capacitor combo, but since the amount of double heat sinks is the same as a standard WLF-2 heat management is a noted issue.&lt;br /&gt;
*&#039;&#039;&#039;WLF-3M&#039;&#039;&#039;: A post-Jihad refit of the 3S made &amp;amp; used by the former members of the [[Free Worlds League]] (which temporarily Balkanized due to [[That guy|the head of House Marik becoming Master of the Wobbies and destroying his own state]]). It changes out the ER PPC for a Light Gauss Rifle with one ton of ammunition, but in the process the &#039;Mech also has to remove its other armaments (the ER Medium Lasers and ER Small Laser), a half ton of armor, and two double heat sinks. The end result is a less durable one-trick pony sniper, as it can deal out a good amount of damage at a distance but sucks at CQC (which if it&#039;s getting into it, something&#039;s gone wrong anyway).&lt;br /&gt;
*&#039;&#039;&#039;WLF-3S&#039;&#039;&#039;: The aforementioned update to the Wolfhound that ended up being commonly used by the Lyran Alliance during the FedCom Civil War and the Lyran Commonwealth after. Made in 3064 and benefiting from further technological progress (such as reverse-engineered Clantech), its intent is to sacrifice some protection for more powerful [[Dakka]]. The &#039;Mech is built on an Endo-Steel chassis with a Light Engine, saving a bunch of weight to mount its increased firepower: A ER PPC replacing the ER Large Laser for sniping, three ER Medium Lasers on the front torso, and an ER Small Laser to cover the rear of it. Finally, two extra double heat sinks are attached to help with the increased heat load. The loadout is overall an energy generalist that packs a punch both at range and up close, making it perfect as a frontline soldier.&lt;br /&gt;
*&#039;&#039;&#039;WLF-4W&#039;&#039;&#039;: Based on the WLF-2, the WLF-4W is the first of Arc Royal&#039;s 4-series &#039;Mechs, being from 3069, made to be churned out to fight in the Jihad. Intended to be a midrange harasser, the WLF-4W is upgraded to have an Endo-Steel chassis so it can support its ballsy move to mount &#039;&#039;three&#039;&#039; Fusigon Longtooth Light PPCs in the torso. [[Anal circumference|You read that right, three PPCs (though downsized) on one Light &#039;Mech. ]] This is backed up by it taking an ER Medium Laser and ER Small Laser for when something moves inside the particle guns&#039; minimum range. Overall, this is one scrappy &#039;Mech with a surprising bite, but any Mechwarrior piloting one is going to have to keep it from becoming a microwave.&lt;br /&gt;
*&#039;&#039;&#039;WLF-4WA&#039;&#039;&#039;: A variant of the 4W and the second &#039;Mech in the 4-series (being made in 3071), the 4W is essentially Arc Royal seeing how electronic warfare was favored by the Word of Blake and deciding to hit the fanatical loons with their own medicine. This is done by swapping out the arm lasers for a Guardian ECM suite. While this gives it the means to counter enemy ECM units and such, [[Fail|the lack of any close-range weapons means you&#039;re properly fucked if something gets inside the three Light PPCs&#039; minimum range]]. Should have thought about that one... &lt;br /&gt;
*&#039;&#039;&#039;WLF-5&#039;&#039;&#039;: After the Wobbies were blown the fuck out by Stone and co., Arc Royal would introduce the WLF-5 in 3079 and market it alongside the still-produced 4-series. This variant is a speedster, taking various changes to make it lighter and faster - namely, building everything on an Endo-Steel chassis and using an XL engine to squeeze out 20 more kilometers an hour, and upping that even further with Myomer Accelerator Signal Circuitry (MASC), bringing its final top speed to a 150 m/s velocity able to keep up with a [[Fire Moth]] even if it is slightly slower. As for armament, the &#039;Mech goes all-in on particle projector cannons, taking a Hound&#039;s Tooth Snub-Nose PPC on its right arm and two Defiance 1002 Light PPCs mounted on the torso. The snubnose helps make sure its not vulnerable at close range, as does the blistering speed, so it avoids being comically weak in CQC like the 4WA. Overall a dangerous opponent able to take potshots and reposition at blinding speed. The pilot yet again is going to have to be careful about heat, though.&lt;br /&gt;
*&#039;&#039;&#039;WLF-6S&#039;&#039;&#039;: A Dark Age-era variant that is a special armor buster, thanks to the Large Re-engineered Laser on its right arm that it uses as its main gun. Its accuracy is increased thanks to an Actuator Enhancement System making stabilizing the weapon and aiming significantly easier. Backing that up is two ER Medium Lasers and a Small X-Pulse Laser. Finally, the platform itself is overhauled to be built on an Endo-Steel chassis, protected with Ferro-Fibrous armor, and powered by an XL Engine - the latter giving the &#039;Mech a blistering top speed of 111 km/h. Overall it has a surprising bite and is able to defeat armor types normally considered laser-resistant, but the Re-engineered and X-Pulse lasers make heat management a large concern for its pilots.&lt;br /&gt;
*&#039;&#039;&#039;Unnamed Lyran variant&#039;&#039;&#039;: No official designation since it doesn&#039;t have a full record sheet, but we do know this Lyran Alliance variant was made in the latter days of the FedCom Civil War. The &#039;Mech uses a light engine for its power, while for weapons it uses an ER Large Laser and four ER Medium Lasers like the WLF-2. [[Fail|So in essence its just an engine space efficiency upgrade that doesn&#039;t make use of the extra space provided by shrinking it down.]]&lt;br /&gt;
&lt;br /&gt;
===Grinner AKA the Wolfhound IIC===&lt;br /&gt;
[[File:Wolfhound IIC (Grinner) BTL.jpg|thumb|That toothy grin has seen both sides of the war between the Inner Sphere and the Clans, and killed a good amount of both as well.]]&lt;br /&gt;
A Wolfhound named Grinner was the personal &#039;Mech of Phelan Kell during the [[Clan Invasion]], and got violently disassembled on first contact with the Clans, where it famously misnamed the [[Timber Wolf]] due to thinking it was a [[Marauder (BattleTech)|Marauder]]/[[Catapult]] fusion (hence the &#039;Mad Cat&#039; codename) before exploding. Kell was captured by Clan Wolf, and used his secret powers of [[Mary Sue|Protagonist-Fu]] (or more accurately the Clans&#039; willingness for captured Mechwarrior Bondsmen to join them as per Clan tradition) to become a Mechwarrior for the Clans, resulting in the Grinner getting rebuilt with Clan-tech and becoming the sole Wolfhound IIC.&lt;br /&gt;
&lt;br /&gt;
This unique &#039;Mech still weighs in at 35 tons, but is now built on an Endo-Steel chassis and powered by a 210-rated XL engine. Its protection is similarly improved to be 6 and a half tons of Ferro-Fibrous armor, while the number of double heat sinks is increased to 14. Its comms and targeting/tracking systems are unknown, but we do know it has an ECM suite for electronic warfare. &lt;br /&gt;
&lt;br /&gt;
Weapons-wise, its main weapon is a Series 7K ER large laser mounted on the right arm - pretty standard Wolfhound stuff, but the boosts from it being Clantech cannot be ignored. Where the Clan stuff really shines, though, is in the fact its forward torso weapons are now three Kolibri Omega Series Medium Pulse Lasers, providing a significant accuracy and range boost on those. The rear spot is still covered by a Series 2b ER medium laser. As one would expect from an IIC custom, this is essentially a straight upgrade, and served Phelan Kell well for the time he used it. Eventually though he&#039;d swap for a Clan-original [[Executioner (BattleTech)|Executioner]] instead, around the time he became Khan of Clan Wolf-in-Exile.&lt;br /&gt;
&lt;br /&gt;
[[Category:BattleTech]][[Category:BattleMech]]&lt;/div&gt;</summary>
		<author><name>Kirbanzo</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Wolfhound&amp;diff=1002724</id>
		<title>Wolfhound</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Wolfhound&amp;diff=1002724"/>
		<updated>2025-02-11T00:05:32Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: ignore the fact I forgot to log in when switching devices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|This is Grinner. This is my Wolfhound.|Phelan Kell, &#039;&#039;Blood Legacy&#039;&#039;}}&lt;br /&gt;
[[File:Wolfhound RGilClan v17.png|thumb|The Lyrans&#039; protagonist-tier laser show. Hates big cats and olympic athletes.]]&lt;br /&gt;
In keeping with a wolf fetish reminiscent of [[Space Wolves|Russ&#039;s Rowdy Furries]], the &#039;&#039;&#039;WLF-2 &amp;quot;Wolfhound&amp;quot;&#039;&#039;&#039; is a Michael A Stackpole-designed protagonist Light [[BattleMech]] from the [[BattleTech]] universe.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wolfhound was designed in 3028 by the [[Lyran Commonwealth]] to counter the [[Jenner]] and [[Panther (BattleTech)|Panther]] light &#039;Mechs of the [[Draconis Combine]].  It is generally equipped with the maximum amount of armor for a &#039;Mech of its size while sporting an all-energy loadout that preempts the need for resupply during extended campaigns. Designed by author Michael A. Stackpole for the heroes of his novels, the Wolfhound has a strong identity as a reliable &#039;Mech that can outfight anything it can&#039;t outrun.&lt;br /&gt;
&lt;br /&gt;
At least until [[the Clans]] show up.&lt;br /&gt;
&lt;br /&gt;
Before then the Kell Hounds mercenary group had the honor of test-driving the &#039;Mech, followed by Wolf&#039;s Dragoons; its first full-scale deployment would come during the Fourth Succession War where it performed above expectation and cemented the aforementioned identity. It was so effective on its intended prey, in fact, that the Kuritans made a counter to their counter in the form of the Wolf Trap &#039;Mech.&lt;br /&gt;
&lt;br /&gt;
A more advanced version known as the WLF-2 (the one that would end up being the most ubiquitous) using what was formerly [[LosTech]] would be drafted up after the rediscovery of the Helm Memory Core, but retooling of factories taking too long would make it not be rolled out in time for the [[Clan Invasion]] and ended up being used in [[Federated Suns|Fed]]Com mopups, though its successor the WLF-3S would become an important &#039;Mech in Katherine Steiner&#039;s rebellion that fractured the FedCom alliance. Finally, the 4-series was made after TharHes, the main producer of the Wolfhound, got taken over by the [[Word of Blake|Wobbie]] bastards - they were cheaper &#039;Mechs made by Arc-Royal MechWorks (who also had the rights) meant to help allied forces turn back the lunatics.&lt;br /&gt;
&lt;br /&gt;
==Specs==&lt;br /&gt;
Weighing in at 35 tons, the Wolfhound is built on a Arc-Royal KH/3 chassis and powered by a GM 210 fusion engine; the latter allows the &#039;Mech a top speed of 97.2 km/h. Its famously heavy protection comes from seven-and-a-half Durallex Medium armor, while its cooling comes from 10 double heat sinks (more than enough to keep the standard laser boat loadout cool). Additional systems include a O/P Com-22/H47 communications system, a Digital Scanlok 347 targeting/tracking system, and a Full-Head Ejection System provided by the Federated Suns that has saved the lives of many a Mechwarrior.&lt;br /&gt;
&lt;br /&gt;
As for its laser loadout, it specifically consists of a right arm-mounted Cyclops XII ER Large Laser for long-range marksmanship at up to 600 meters, as well as four Defiance B3M Medium Lasers for close quarters. The medium lasers in particular are spread across the &#039;Mech: on the torso one is in the center, one on the left, and one on the right, while the fourth is on the back to cover the &#039;Mech&#039;s backside against any sneaky &#039;Mechs that have any bright ideas about exploiting the usual blindspot. Overall well-rounded for its role, though heat management will be the name of the game as with any laser boat (even if the doubles make it pretty easy).&lt;br /&gt;
&lt;br /&gt;
===Design Quirks===&lt;br /&gt;
For the optional [[crunch]] of the same name, the Wolfhound has the design quirks of being Easy to Maintain and having a Good Reputation (1) (not an actual quirk of the design per se, but means there&#039;s plenty of people lining up to pilot one). The 2H in particular swaps the good reputation for having cooling system problems, reflecting the extra heat sink not being placed effectively in the design.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
*&#039;&#039;&#039;WLF-1&#039;&#039;&#039;: The original Wolfhound from 3028, less prominent than its post-Memory Core incarnation. Compared to its later incarnation its Setanta Large Laser means its maximum engagement range is noticeably decreased, while the use of 10 single heat sinks as opposed to doubles means temperature management is even more of a concern. Straight downgrade compared to the WLF-2, but since we&#039;re talking about two variants that are separated by a major technological recovery that&#039;s to be expected.&lt;br /&gt;
*&#039;&#039;&#039;WLF-1A&#039;&#039;&#039;: A common field refit that tries to reduce heat load by removing the rear-mounted Medium Laser in exchange for an extra heat sink. Not much to it, just trading firepower (and reintroducing a blindspot) for reliability.&lt;br /&gt;
*&#039;&#039;&#039;WLF-1B&#039;&#039;&#039;: Another common field refit, this one moves the rear-facing Medium Laser to be forward-facing, meaning two Medium Lasers are on the center torso. Naturally, this introduces the rear blindspot again, but in exchange makes it able to absolutely blast other Lights that dare get close using all four torso lasers at once.&lt;br /&gt;
*&#039;&#039;&#039;WLF-2&#039;&#039;&#039;: The ubiquitous FedCom-era Wolfhound that was conceived in 3052, as detailed above.&lt;br /&gt;
*&#039;&#039;&#039;WLF-2H&#039;&#039;&#039;: The production era of the WLF-2X below. It ditches the Actuator Enhancement System so it can squeeze in an additional double heat sink, while also downgrading to standard armor since its more cost-effective to use that instead of the special anti-laser stuff. Otherwise its the same as the 2X, taking a Heavy PPC with a PPC Capacitor, two ER Medium Lasers, an ER Small Laser, and a Supercharger, all built on an Endo-Steel chassis with an eXtraLight Engine. Overall more reliable thanks to the extra heat sink but less accurate since you don&#039;t have an AES to allow fine-tuning of your aim, and of course you&#039;re vulnerable to lasers again (though even before that change [[derp|you could just fire at it with physical rounds]]). [[Fail|Or well, it would be more reliable, if someone didn&#039;t botch the installation of said heat sink and introduced flaws into the cooling system.]] So close...&lt;br /&gt;
*&#039;&#039;&#039;WLF-2X&#039;&#039;&#039;: Made in the middle of the Blakist temper tantrum, the 2X was designed by one Michael Bodien from Arc-Royal using experimental technology to fight back against the rogue [[ComStar]] agents. To save weight the &#039;Mech is built on an Endo Steel chassis and uses an XL Engine for power, freeing up space for its heavier weapons as well as a Supercharger for extra bursts of speed. And heavy they are, since the &#039;Mech&#039;s main gun is a Heavy PPC seldom seen on light &#039;Mechs in general that&#039;s enhanced with a PPC Capacitor and an Actuator Enhancement System. For backup it still has torso lasers, consisting of two ER Medium Lasers and one ER Small Laser. And in case you thought you could laser spam it back, it laughs at you with its laser-reflective armor (until you shoot it with a Re-engineered Laser, that is). Overall this is a deadly particle sniper that can punch up extremely hard thanks to the Heavy PPC + PPC Capacitor combo, but since the amount of double heat sinks is the same as a standard WLF-2 heat management is a noted issue.&lt;br /&gt;
*&#039;&#039;&#039;WLF-3M&#039;&#039;&#039;: A post-Jihad refit of the 3S made &amp;amp; used by the former members of the [[Free Worlds League]] (which temporarily Balkanized due to [[That guy|the head of House Marik becoming Master of the Wobbies and destroying his own state]]). It changes out the ER PPC for a Light Gauss Rifle with one ton of ammunition, but in the process the &#039;Mech also has to remove its other armaments (the ER Medium Lasers and ER Small Laser), a half ton of armor, and two double heat sinks. The end result is a less durable one-trick pony sniper, as it can deal out a good amount of damage at a distance but sucks at CQC (which if it&#039;s getting into it, something&#039;s gone wrong anyway).&lt;br /&gt;
*&#039;&#039;&#039;WLF-3S&#039;&#039;&#039;: The aforementioned update to the Wolfhound that ended up being commonly used by the Lyran Alliance during the FedCom Civil War and the Lyran Commonwealth after. Made in 3064 and benefiting from further technological progress (such as reverse-engineered Clantech), its intent is to sacrifice some protection for more powerful [[Dakka]]. The &#039;Mech is built on an Endo-Steel chassis with a Light Engine, saving a bunch of weight to mount its increased firepower: A ER PPC replacing the ER Large Laser for sniping, three ER Medium Lasers on the front torso, and an ER Small Laser to cover the rear of it. Finally, two extra double heat sinks are attached to help with the increased heat load. The loadout is overall an energy generalist that packs a punch both at range and up close, making it perfect as a frontline soldier.&lt;br /&gt;
*&#039;&#039;&#039;WLF-4W&#039;&#039;&#039;: Based on the WLF-2, the WLF-4W is the first of Arc Royal&#039;s 4-series &#039;Mechs, being from 3069, made to be churned out to fight in the Jihad. Intended to be a midrange harasser, the WLF-4W is upgraded to have an Endo-Steel chassis so it can support its ballsy move to mount &#039;&#039;three&#039;&#039; Fusigon Longtooth Light PPCs in the torso. [[Anal circumference|You read that right, three PPCs (though downsized) on one Light &#039;Mech. ]] This is backed up by it taking an ER Medium Laser and ER Small Laser for when something moves inside the particle guns&#039; minimum range. Overall, this is one scrappy &#039;Mech with a surprising bite, but any Mechwarrior piloting one is going to have to keep it from becoming a microwave.&lt;br /&gt;
*&#039;&#039;&#039;WLF-4WA&#039;&#039;&#039;: A variant of the 4W and the second &#039;Mech in the 4-series (being made in 3071), the 4W is essentially Arc Royal seeing how electronic warfare was favored by the Word of Blake and deciding to hit the fanatical loons with their own medicine. This is done by swapping out the arm lasers for a Guardian ECM suite. While this gives it the means to counter enemy ECM units and such, [[Fail|the lack of any close-range weapons means you&#039;re properly fucked if something gets inside the three Light PPCs&#039; minimum range]]. Should have thought about that one... &lt;br /&gt;
*&#039;&#039;&#039;WLF-5&#039;&#039;&#039;: After the Wobbies were blown the fuck out by Stone and co., Arc Royal would introduce the WLF-5 in 3079 and market it alongside the still-produced 4-series. This variant is a speedster, taking various changes to make it lighter and faster - namely, building everything on an Endo-Steel chassis and using an XL engine to squeeze out 20 more kilometers an hour, and upping that even further with Myomer Accelerator Signal Circuitry (MASC), bringing its final top speed to a 150 m/s velocity able to keep up with a [[Fire Moth]] even if it is slightly slower. As for armament, the &#039;Mech goes all-in on particle projector cannons, taking a Hound&#039;s Tooth Snub-Nose PPC on its right arm and two Defiance 1002 Light PPCs mounted on the torso. The snubnose helps make sure its not vulnerable at close range, as does the blistering speed, so it avoids being comically weak in CQC like the 4WA. Overall a dangerous opponent able to take potshots and reposition at blinding speed. The pilot yet again is going to have to be careful about heat, though.&lt;br /&gt;
*&#039;&#039;&#039;WLF-6S&#039;&#039;&#039;: A Dark Age-era variant that is a special armor buster, thanks to the Large Re-engineered Laser on its right arm that it uses as its main gun. Its accuracy is increased thanks to an Actuator Enhancement System making stabilizing the weapon and aiming significantly easier. Backing that up is two ER Medium Lasers and a Small X-Pulse Laser. Finally, the platform itself is overhauled to be built on an Endo-Steel chassis, protected with Ferro-Fibrous armor, and powered by an XL Engine - the latter giving the &#039;Mech a blistering top speed of 111 km/h. Overall it has a surprising bite and is able to defeat armor types normally considered laser-resistant, but the Re-engineered and X-Pulse lasers make heat management a large concern for its pilots.&lt;br /&gt;
*&#039;&#039;&#039;Unnamed Lyran variant&#039;&#039;&#039;: No official designation since it doesn&#039;t have a full record sheet, but we do know this Lyran Alliance variant was made in the latter days of the FedCom Civil War. The &#039;Mech uses a light engine for its power, while for weapons it uses an ER Large Laser and four ER Medium Lasers like the WLF-2. [[Fail|So in essence its just an engine space efficiency upgrade that doesn&#039;t make use of the extra space provided by shrinking it down.]]&lt;br /&gt;
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===Grinner AKA the Wolfhound IIC===&lt;br /&gt;
[[File:Wolfhound IIC (Grinner) BTL.jpg|thumb|That toothy grin has seen both sides of the war between the Inner Sphere and the Clans, and killed a good amount of both as well.]]&lt;br /&gt;
A Wolfhound named Grinner was the personal &#039;Mech of Phelan Kell during the [[Clan Invasion]], and got violently disassembled on first contact with the Clans, where it famously misnamed the [[Timber Wolf]] due to thinking it was a [[Marauder (BattleTech)|Marauder]]/[[Catapult (BattleTech)|Catapult]] fusion (hence the &#039;Mad Cat&#039; codename) before exploding. Kell was captured by Clan Wolf, and used his secret powers of [[Mary Sue|Protagonist-Fu]] (or more accurately the Clans&#039; willingness for captured Mechwarrior Bondsmen to join them as per Clan tradition) to become a Mechwarrior for the Clans, resulting in the Grinner getting rebuilt with Clan-tech and becoming the sole Wolfhound IIC.&lt;br /&gt;
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This unique &#039;Mech still weighs in at 35 tons, but is now built on an Endo-Steel chassis and powered by a 210-rated XL engine. Its protection is similarly improved to be 6 and a half tons of Ferro-Fibrous armor, while the number of double heat sinks is increased to 14. Its comms and targeting/tracking systems are unknown, but we do know it has an ECM suite for electronic warfare. &lt;br /&gt;
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Weapons-wise, its main weapon is a Series 7K ER large laser mounted on the right arm - pretty standard Wolfhound stuff, but the boosts from it being Clantech cannot be ignored. Where the Clan stuff really shines, though, is in the fact its forward torso weapons are now three Kolibri Omega Series Medium Pulse Lasers, providing a significant accuracy and range boost on those. The rear spot is still covered by a Series 2b ER medium laser. As one would expect from an IIC custom, this is essentially a straight upgrade, and served Phelan Kell well for the time he used it. Eventually though he&#039;d swap for a Clan-original [[Executioner (BattleTech)|Executioner]] instead, around the time he became Khan of Clan Wolf-in-Exile.&lt;br /&gt;
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[[Category:BattleTech]][[Category:BattleMech]]&lt;/div&gt;</summary>
		<author><name>Kirbanzo</name></author>
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	<entry>
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		<summary type="html">&lt;p&gt;Kirbanzo: &lt;/p&gt;
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		<id>http://2d4chan.org/mediawiki/index.php?title=Commando&amp;diff=1002721</id>
		<title>Commando</title>
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		<updated>2025-02-10T22:37:19Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: Ported from https://1d6chan.miraheze.org/wiki/Commando_(BattleTech)&lt;/p&gt;
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&lt;div&gt;&#039;&#039;This page is for the &#039;Mech from [[BattleTech]]. If you are looking for the page about the [[Ork]] oddboy, please see [[Ork Kommando]]. Alternatively, for the special forces from WWII, see [[Commando Platoon]].&#039;&#039;&lt;br /&gt;
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[[File:Commando BTRSAGoAC.png|thumb|[[Meme|Bravo Six, going dark.]]]]&lt;br /&gt;
{{topquote|In the midst of chaos, there is also opportunity.|Sun Tzu, &#039;&#039;The Art of War&#039;&#039;}}&lt;br /&gt;
A commando is a soldier that&#039;s supposed to raid people and do unconventional assaults, so it&#039;s only fitting that the &#039;&#039;&#039;COM-2D &amp;quot;Commando&amp;quot;&#039;&#039;&#039; does just that as the [[Lyran Commonwealth]]&#039;s premier light striker [[BattleMech]].&lt;br /&gt;
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==Overview==&lt;br /&gt;
The Commando is one of the oldest &#039;Mech designs, dating back to 2463 and thus being the first known Light &#039;Mech. Designed by one Andrew Barcalow and manufactured by Coventry Defense Conglomerate (which would eventually become Coventry Metal Works) for the Lyrans, it started out with its COM-1A variant which was one of the first &#039;Mechs explicitly designed to be a recon unit. It was much lighter and faster than anything that came before, but since this first variant is so old it&#039;s saddled with the use of primitive tech. Despite being designed as a scout, it was able to punch up pretty hard - in 2475, it participated in the first large-scale battle between BattleMechs on Nox and managed to destroy 55-ton Gladiators from the [[Draconis Combine]].&lt;br /&gt;
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Despite this impressive showing, the fact it only had a Large Laser that had several problems of its own - as well as the fact better scouts like the [[Wasp]] and [[Stinger]] were being rolled out and spelling the end of the Commando&#039;s recon days - would lead to the design being radically overhauled into the more advanced 2D in 2486, now with a short-range missile-heavy loadout to make it the striker we all know and love.&lt;br /&gt;
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That being said, even if it&#039;s a striker that can punch up, its definitely not supposed to get into an all-out fight with a bigger &#039;Mech - its light armor even for a light &#039;Mech means its relying on its speed to not get instantly blown to bits. The COM-2D reflects this by being designed to hunt scouts as well as for hit-and-run tactics.&lt;br /&gt;
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In any case, it&#039;d become a favorite of the Lyran armed forces and wind up being used for six entire centuries. They also made sure to keep the Commando out of others&#039; hands, only finally relenting when the [[Federated Suns]] joined up with them to create the Federated Commonwealth. Evidently the Feds saw a &#039;Mech that looked like G.I. Joe if he was a walker and were instantly sold, as FedCom soon chose the Commando to be one of their standard Light &#039;Mechs alongside the [[Valkyrie (BattleTech)|Valkyrie]]. They&#039;d also let the [[Taurian Concordat]] have some by giving the plans for the 2D (by then replaced with the superior 5S).&lt;br /&gt;
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Of course, the Lyrans couldn&#039;t keep all the Commandos out of enemy possession. Some ended up being picked up by various mercenaries, who proceeded to refit the 2D into a multitude of variants known as then 7-series. The [[Marian Hegemony]] would also gain some to turn into the rocket-heavy 4H, while the dreaded [[Word of Blake|Wobbies]] also made a few in the form of the COM-7B after occupying Coventry from 3068 to 3074 (since conquering the home of the corp that designed them obviously gives you the capacity to make your own). Even [[the Clans]] got to make an IIC variant due to some Lyrans jumping ship to Kerensky&#039;s SLDF during the whole Amaris Civil War boogaloo.&lt;br /&gt;
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==Specs==&lt;br /&gt;
The Commando as a whole is a 25-ton &#039;Mech that is built upon a Coventry Metal Works proprietary chassis while having its power needs met by a GM 150 fusion engine. The latter allows the whole platform to reach a speed of 97 km/h, making it able to keep up with and even overtake several true scout &#039;Mechs (though a [[Fire Moth]] will still run circles around it). As for armor protection, we weren&#039;t kidding when we said it was basically nonexistent - only four tons of Lexington Limited armor makes it tougher than the aforementioned Fire Moth and the [[Spider (BattleTech)|Spider]], sure, but it will still die if a Medium &#039;Mech or heavier so much as sneezes on it. Its electronics suite, meanwhile, consists of a TharHes Crystal Flower RG-2 comms system and a TharHes Star Shark targeting &amp;amp; tracking module. 10 single heat sinks round out the design, being enough to ensure the residual heat from the weapons don&#039;t fry the &#039;Mech or its pilot.&lt;br /&gt;
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Speaking of missiles, the standard COM-2D goes basically all-in on spamming them. Its main weapons are a Shannon Six Shooter SRM-6 in the torso and a Coventry SRM-4 on the right arm, meaning [[Rape|other Lights are fucked six ways &#039;til Sunday if they enter CQC range]], Mediums will be feeling the pain, and even Heavies have to worry when multiple Commandoes come at them. As backup for when the SRMs run out of missile reloads, the left arm has a Defiance B3M Medium Laser that can double as a more precise weapon when needed. The overall loadout is definitely stronger than what one would expect for its tonnage, hence the Commando&#039;s role being that of a striker that becomes a menace when multiple of them are grouped together. The use of it in hit and run tactics reflect its strengths and weaknesses, with a &amp;quot;speed is armor&amp;quot; approach being needed to keep it from being scrapped; the most common strategy is to have it rush in, perform an alpha strike with all its weapons at once, and GTFO before the target can retaliate. And true to its name this all also makes it a good raider and able to handle situations you wouldn&#039;t expect it to be able to.&lt;br /&gt;
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===Design Quirks===&lt;br /&gt;
If the optional [[crunch]] is being used, the following Design Quirks apply to the Commando:&lt;br /&gt;
*&#039;&#039;&#039;Narrow/Low Profile&#039;&#039;&#039; - Since it can&#039;t rely on armor, it obviously invests in being a small target.&lt;br /&gt;
*&#039;&#039;&#039;Exposed Actuators&#039;&#039;&#039; - Making it even more likely to fold like paper to a direct hit, it&#039;s pretty damn easy to shoot out an arm or leg motor and disable an entire limb.&lt;br /&gt;
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==Variants==&lt;br /&gt;
Being a mainstay of a major faction as well as eventually ending up in multiple groups&#039; hands, it&#039;s only natural that the Commando has a fuckton of variant designs.&lt;br /&gt;
*&#039;&#039;&#039;COM-1A&#039;&#039;&#039; - The original 2463 Commando prototype as mentioned above, being made with the [[Mackie]] era&#039;s Primitive Technology (or &#039;PrimTech&#039;). The &#039;Mech was slower yet more armored than its final version, having five tons of primitive armor and moving at 80 km/h. As for weapons, it only had the hard-hitting Odin Heavy Laser that ate up all its power and was a heat fiend, but let it be a menace to basically anyone if not taken seriously. Overall a slow scout with a nasty sting, but very inefficient. Naturally, it was completely replaced by the better and more ubiquitous 2D.&lt;br /&gt;
*&#039;&#039;&#039;COM-1AK&#039;&#039;&#039; - A RetroTech callback to the 1A made by Wechsel Royal Industrial Repair and Heavy Machining on Kaumberg. Instead of a single Large Laser like the original, though, it instead takes two Medium Lasers - one on each arm - as well as a head-mounted Small Laser for more reliability and to free up tonnage for making it not be swatted like a fly by heavier weapons by upping its primitive armor to seven and a half tons. Due to its nature of using outdated tech, it was mainly used as a stopgap cheap design when the main facilities for production on Coventry were taken over by the Blakists during the Jihad.&lt;br /&gt;
*&#039;&#039;&#039;COM-1B&#039;&#039;&#039; - Created in 3015 to try and replicate the hard-hitting Large Laser of the PrimTech 1A with the modern tech that was used on the 2D, since the idea of being a threat to much larger machines obviously appealed to Commando MechWarriors. However, they made the mistake of only swapping the right arm&#039;s SRM-4 for a Large Laser and switching the SRM-6 for a SRM-2 instead of just replacing both with the Large Laser, meaning the design quickly fell out of favor due to being an overheat fiend. Keeping the Medium Laser on the right arm didn&#039;t help either, but the loadout as a whole is insanely dangerous at close range so long as you can keep the temperamental &#039;Mech from becoming an oven. It was essentially relegated to being used by aces capable of controlling it, so its understandable that production was short-lived.&lt;br /&gt;
*&#039;&#039;&#039;COM-1C&#039;&#039;&#039; - An experiment in making the Commando a direct fire support &#039;Mech, the 1C removes all other weapons in order to mount a single Autocannon/2 with one ton of ammunition. Judging by the fact it was just an experimental prototype, it evidently didn&#039;t go well.&lt;br /&gt;
*&#039;&#039;&#039;COM-1D&#039;&#039;&#039; - A transition prototype from the 1A to the 2D, but nevertheless has had some presence, if small, in the history of Commando usage over the centuries. It&#039;s even more of a glass cannon than its main-manufacture counterpart, having only 3 tons of armor so it can mount both a Large Laser and a SRM-6 launcher as its weapons. If not for the heat and power issues of the Large Laser this would be an extremely nasty striker that in groups could make even Assault &#039;Mechs sweat.&lt;br /&gt;
*&#039;&#039;&#039;COM-2D&#039;&#039;&#039; - The most common and the standard Commando detailed above.&lt;br /&gt;
*&#039;&#039;&#039;COM-2Dr&#039;&#039;&#039; - A refit/update of the 2D made during the Blakist temper tantrum that completely overhauls its weapons package, removing the old one in favor of a MML-7 with CASE and a ER medium laser. This makes the &#039;Mech more of a multirole, as while it can still do well as a striker the MML allows it to hit other &#039;Mechs at longer ranges. CASE making it harder to blow up its missile reserves and take the &#039;Mech with them is also a plus.&lt;br /&gt;
*&#039;&#039;&#039;COM-3A&#039;&#039;&#039; - The Commando 3A is even more lightly armored than the original, taking only 3 tons of ablative plating. However, this 3025 variant makes up for it by upping its hitting power: its weapons now consist of two SRM-6 launchers, a Medium Laser, and everyone&#039;s favorite warcrime maker AKA a flamer. It became quite popular as a result, since deleting infantry via horrible burns is always useful and it still has two SRMs to shred other &#039;Mechs to bits.&lt;br /&gt;
*&#039;&#039;&#039;COM-4H&#039;&#039;&#039; - The aforementioned Marian Hegemony version, which switches the SRMs for six RL-15s and an additional Medium Laser. [[Anal circumference|As one would expect having that many dumb rockets will shred other Light &#039;Mechs even harder]] at the cost of not really being able to punch up as hard anymore as well as accuracy since, well, they&#039;re dumb rockets. The additional M. Laser also helps with increasing longevity by virtue of upping its firepower when its out of rockets. In short, still a poor man&#039;s version but has its own advantages.&lt;br /&gt;
*&#039;&#039;&#039;COM-5S&#039;&#039;&#039; - The modernized Commando first introduced in 3050, and the first mass-production variant to utilize what was once LosTech from the Star League thanks to the Helm Memory Core being recovered. The Commando 5S is built on an Endo-Steel chassis and uses four tons of Ferro-Fibrous armor, allowing it to not be a thrower of stones from a glass house since it now has more protection for the same weight. More notable are the electronics and weapons overhauls: a bleeding-edge Cyclops 14 comms system, a Cyclops MultiTasker 10 targeting &amp;amp; tracking system, and a Artemis IV Fire Control System are installed, with the latter two being linked up to brand-spanking-new SRM launchers in the form of a Coventry 90m SRM-6 and a Coventry T4H Streak SRM-2. The Streak in particular makes the COM-5S scarily accurate for a striker, further increasing its kill potential in its typical hit-and-run shenanigans. The Medium Laser is, of course, retained for when the launchers are dry, while CASE is installed to protect the &#039;Mech in case of one of its missile reload bins being detonated by enemy fire. A worthy successor to the centuries-old OG Commando, that&#039;s for sure.&lt;br /&gt;
*&#039;&#039;&#039;COM-7A&#039;&#039;&#039; - Starting the 7-series&#039; trend of refits-turned-proper-variants, the 7A uses an endo-steel frame to heap on additional armor at the cost of downgrading the chest SRM to a SRM-4 - though it also has CASE to protect its two-ton bin from ammo blowouts.&lt;br /&gt;
*&#039;&#039;&#039;COM-7B&#039;&#039;&#039; - Unlike most of the 7-series, this one was &#039;&#039;not&#039;&#039; a field refit at first. The Word of Blake&#039;s Commando variant (The &#039;B&#039; stands for Blake), based on the 7S below and made when they took Coventry and forced Coventry Metal Works to produce for them. The most major change was freeing space by removing &#039;unneeded&#039; systems like &amp;quot;space&amp;quot; and &amp;quot;non-minimal life support&amp;quot;, done by making it have a Small Cockpit. It uses this space to mount an additional ton of armor as well as taking four Jump Jets to allow it to leap up to 120 meters at a time. As for its weapons, it has two torso-mounted SRM-4s, two infantry-deleting Flamers on the right arm, and an ER medium laser on the left arm. Overall fucking nasty to be up against, and it also inflicts untold suffering on unarmored units as one would expect of a &#039;Mech made by a bunch of amoral sociopaths.&lt;br /&gt;
*&#039;&#039;&#039;COM-7J&#039;&#039;&#039; - Another 7-series variants that originally was a field refit, the 7J also departs from the 2D by upgrading the chassis to Endo-Steel. Where it differs from the similar 7A is taking Jump Jumps; otherwise it does the same thing by taking as its weapons two CASE-protected SRM-4s with two tons of reloads and a Medium Laser.&lt;br /&gt;
*&#039;&#039;&#039;COM-7S&#039;&#039;&#039; - Another in the 7-series that isn&#039;t a field refit turned standardized variant. An update to the COM-5S that switches out the aging power source for a light fusion engine, allowing it to take a heavier weapons loadout. In particular, it has a SRM-4 with an Artemis IV FCS, two Streak SRM-2s, and two ER Medium Lasers. The sheer amount of missiles gained it a similar reputation as its IIC cousin for being a &#039;sucker puncher&#039; that can take on a Medium on even footing (though still relying on hit-and-run tactics) and even punch up to the Assault weight class if in a group.&lt;br /&gt;
*&#039;&#039;&#039;COM-7T&#039;&#039;&#039; - Returning to the 7-series field refits, we have this &#039;Mech. Also known as the &amp;quot;Blazing Inferno II&amp;quot;, the first being the 7Y2 below. It originates from the era of the FedCom Civil War, but only became popular decades after the conflict. To earn its nickname, it goes full hog into being a laser boat: its weapons consist of 4 Defiance Model XII ER Medium Lasers, 5 Diverse Optics ER Smalls Lasers, and a Ompec-J small laser. This naturally makes it an overheat fiend, even with a tacked-on heat sink to bring the total to 11; however, it includes Triple-Strength Myomer so its high running temperature can be made useful. As such its a &#039;Mech that rewards pilots for living dangerously, keeping themselves barely below being fried by reactor heat.&lt;br /&gt;
*&#039;&#039;&#039;COM-7W&#039;&#039;&#039; - Another endo steel chassis refit. This one focuses on having a massive amount of ammo so it can fight for a long time without its missile launchers going dry. It uses a Streak SRM-2 with one ton of ammo and a SRM-4 with two, and to assist with longevity it has two Medium Lasers for the event it does run out of missiles. As it sets out to do it can stay in the fight for a long while, but will always be outperformed by the similar but heavier-armed 5S and 7S.&lt;br /&gt;
*&#039;&#039;&#039;COM-7X&#039;&#039;&#039; - Yet another 2D refit, but this one is Succession Wars-era. Mercenaries replaced the SRM-4 with two more Medium Lasers and an extra ton of ammo for the SRM-6 launcher. This increases longevity, both with ammo and without.&lt;br /&gt;
*&#039;&#039;&#039;COM-7Y&#039;&#039;&#039; - Like the 7Y, this Succession Wars merc refit replaces the SRM-4 to attach two medium lasers, but this one also adds more armor instead of more SRM-6 ammo. This makes the &#039;Mech more durable and lets it still hold its own when out of missiles, though the amount of time it has missiles is still the same as the 2D.&lt;br /&gt;
*&#039;&#039;&#039;COM-7Y2&#039;&#039;&#039; - As previously mentioned, this variant was also known as the &amp;quot;Blazing Inferno&amp;quot;. Like its successor it&#039;s also a heat-fiend of a laser boat: its weapons consist of six Small Lasers and four Medium Lasers. No tacked-on heat sink or heat-using Myomer like the 7T, though you do get an extra ton of armor. It was conceived during the Succession Wars and popular among mercenaries, particularly for not needing solid ammunition and therefore being independent of supply lines (so long as you didn&#039;t let it turn itself into an air fryer).&lt;br /&gt;
*&#039;&#039;&#039;COM-7Z&#039;&#039;&#039; - A durability-focused refit that changes the loadout to be a single SRM-6 and two Medium Lasers. It also increases the armor to 5.5 tons, and installs CASE to protect the missile launcher from ammo blowouts. Good for engagements where &#039;speed is armor&#039; won&#039;t cut it and you need a light &#039;Mech that won&#039;t disintegrate from a strong breeze. Not that it should be taking too many hits still...&lt;br /&gt;
*&#039;&#039;&#039;COM-7Z2&#039;&#039;&#039; - A subvariant of the 7ZZ refit that neglects the installation of CASE and downgrades to Small Lasers in exchange for mounting a Beagle Active Probe. Essentially returns the Commando to its dedicated scout days, though the retained SRM-6 ensures it still has a punch.&lt;br /&gt;
*&#039;&#039;&#039;COM-8S&#039;&#039;&#039; - A speedy fucker, the 8S is built on an Endo-Steel chassis and powered by an eXtraLight engine for a blistering top sustained speed of 110 km/h. It also has a Supercharger that lets it enter a 140 km/h sprint for a short period. For weapons, it has two Stream SRM-2 launchers with CASE II protection on its right arm, while the left has two ER medium lasers. Finally, a C3 boosted slave fills out the otherwise empty chest so it can share and receive targeting data. This variant also works as a scout thanks to the C3 system, though it definitely can still punch up as a striker pretty hard. &lt;br /&gt;
*&#039;&#039;&#039;COM-9S&#039;&#039;&#039; - A variant of the 8S, flipped to harass targets at long range instead of a short-ranged scout/striker. Its main gun is now a Light PPC on the left arm, while two torso-mounted MML-3 racks allow it to both simulate the SRM-6  of many Commando models and fire LRMs from afar. Finally, two Improved One-Shot SRM-2s on the right arm serve as its dedicated close-range armament. It also has the increased speed and Supercharger of the 8S still, but had to remove the C3 slave. While a complete departure from what the Commando normally is, the 9S has a loadout powerful enough to threaten Mediums on its own. The old COM-1C is probably crying tears of joy that its efforts weren&#039;t in vain.&lt;br /&gt;
&lt;br /&gt;
===Commando IIC===&lt;br /&gt;
[[File:Commandoiic.png|thumb|Looking less like a commando and more like a gangly bug-person with two antennae.]]&lt;br /&gt;
As the Commando was around for the First Star League and its fall at the hands of Amaris, some were taken on Aleksandr Kerensky&#039;s Exodus (since some Lyran MechWarriors sided with Kerensky despite their government&#039;s neutrality, letting the SLDF finally get their hands on a few) and later developed by the Clans, primarily [[Clan Goliath Scorpion]], into their own variant of the venerable design since its age was showing for them. Still, it&#039;d be relegated to second-line or reserve forces sine the advent of Clan-original [[OmniMech]]s made it entirely obsolete for first-line use (again, a Fire Moth can run circles around it and also could transport [[Clan Elemental]]s in Battle Armor) - though the Scorpions would also give it to pirate-hunter forces. While said Scorpions criticized the &amp;quot;inelegance&amp;quot; of using missiles, they liked the &#039;Mech for its responsive controls and for the fact it was nasty to be up against: it was known to easily chew through other Light &#039;Mechs and could even take on heavier Clan &#039;Mechs such as the [[Ice Ferret]] via the typical hit-and-run strats, earning it the nickname of the &amp;quot;Sucker Punch&amp;quot; by its pilots.&lt;br /&gt;
&lt;br /&gt;
The &#039;Mech has the same tonnage and top speed, but that&#039;s about it. The Commando IIC is built on a Model ML-225 Endo Steel chassis and powered by a Fusion 150 Standard engine; comms are provided by a Build 1685/3 Tacticom and target locking &amp;amp; tracking is done by a Mark 11 IHADS. It&#039;s also more protected than its Inner Sphere ancestor, four-and-a-half tons of Forging OTR17b armor making it slightly less fragile. 10 double heat sinks are installed to keep the design cool, which is needed due to its heavier weapons loadout. For missiles, a Pattern J7 SRM-6 was installed in the chest while three SEP Class SRM-4 launchers backed it up (one on each shoulder and one on the right arm); all were protected from ammunition detonations by CASE, and while they obviously produced deadly barrages they can quickly expend the IIC&#039;s limited ammo - Warriors have to be sparing with their shots since they don&#039;t have a fire control system or the Clans&#039; Streak tech to help conserve it. It isn&#039;t completely vulnerable when the missiles are dry though, as the left arm now had two Series 2d ER medium lasers. Overall it sticks with what made the original great, but upping its firepower introduced an ammunition conservation issue.&lt;br /&gt;
&lt;br /&gt;
It has the exact same Design Quirks as the original, [[derp|despite the fact the extra half ton of armor could have been used to solve the exposed actuators issue]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
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==External Links==&lt;br /&gt;
*[https://www.sarna.net/wiki/Commando Sarna&#039;s page on the Commando]&lt;br /&gt;
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[[Category:BattleTech]][[Category:BattleMech]]&lt;/div&gt;</summary>
		<author><name>Kirbanzo</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=User:Kirbanzo&amp;diff=1002720</id>
		<title>User:Kirbanzo</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=User:Kirbanzo&amp;diff=1002720"/>
		<updated>2025-02-10T22:32:39Z</updated>

		<summary type="html">&lt;p&gt;Kirbanzo: hello world&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Editor of the old 1d4, 1d6, and now 2d4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mainly here to port my BattleTech pages from 1d6 to here.&lt;/div&gt;</summary>
		<author><name>Kirbanzo</name></author>
	</entry>
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