Hefusts Explores the Inner Sphere

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Prologue (1/3)
Location
Across the universe
Hefusts Explores the Inner Sphere



Commodore Clifford Hale clasped his hands behind his back as he stood at attention, twiddling his three thumbs nervously as he looked up at President Jack English. The man was tall even for a Hefustian, and Commodore Hale was barely a hundred eighty centimeters. The president bent down to hang the medal around Hale's neck, and then stood back up straight.

"By unanimous vote of the House of Wardens, Commodore Clifford Hale is the first officer in a generation to earn the Onyx Cross," President English said. "He left Hefusts with a twenty-four hundred ton destroyer, and he returned with the largest ship ever seen in the Papolris system. He defeated the foe decisively in battle after battle in spite of being greatly outnumbered; not only that, but more than half of his command were his former students, as were the valiant warriors of the Second Seraphs, who gave us the first victory of this war that has been placed upon Papolris in their pursuit of the pirates. Thank you, Commodore. Not since Admiral Fishburn has one man done so much for the nation of Hefusts."

Commodore Hale bowed deeply to the president, and then to the assembled audience of the House of Wardens. He considered saying a few words, and then thought better of it. He wasn't a politician, and matters were complicated at the moment. Tense. "I am honored," he said.

Three hours later, Commodore Hale and President English were seated in a private room. "The House of Wardens has authorized a mission of exploration," President English said. "If I told them you were eager to lead it, they wouldn't say no, but it's your decision. We need to see what's out there for ourselves."

Commodore Hale paused, thinking carefully. He wasn't sure he approved of the idea of haring off on an expedition with a priceless ship whose technologies weren't fully understood by Hefustian scientists yet, into the teeth of the unknown entity of the Lyran Commonwealth. Especially with matters as tense as they were inside the system. The security of Hefusts was at risk, and not just from outworlder pirates. That, and with the new semester coming up, he'd been looking forward to updating the advanced tactics course at the academy with the lessons learned on the expedition. A single victory wasn't, in his opinion, worth half as much as teaching the next generation of officers how to make that victory.

Hefusts was the smallest and by far the least populous of the four moons of Nuzhup, the Jovian planet that orbited the small dim orange dwarf star Papolris, with around 100 million inhabitants out of a system-wide population just over 13 billion. The original colonists found a harsh natural environment frequently described as a volcanic hellscape and an atmosphere unsuitable for unassisted breathing, it was unquestionably the least suitable to human habitation, but the Elders had found it useful to sentence dissenters, heretics, and double-thumbed mutants to a final terraforming project.

The gravity was low enough that the survivor of a decade-long sentence would face serious medical difficulties trying to move to the heathen watery world of Nuhai, much less the largest moon, the "promised land" of Nudezret, or the small but dense mineral-rich Nukashuba whose rich fissile resources provided the necessary energy resources to fuel the Elders' terraforming projects. Being exiled to Hefusts was usually a life sentence, even if the prisoner survived a full term of rehabilitation, and the harsh environment ensured that prisoners wouldn't travel far from the domes. Even now, half a dozen centuries of terraforming, a breathing mask remained recommended for outdoor travel, and the population of Hefusts relied heavily on energy-intensive indoor hydroponics for much of their food supply.

Seven years ago, worries about the likelihood of a Sixth System War were eclipsed by the arrival of outsiders, pirates landing on Nukashuba. Pirates with terrifyingly effective bipedal warmachines, a type of technology that had been little more than unproven rumor when the Elders last visited the Inner Sphere. The Nukashuban government - an entity only formed in the Fifth System War, as before that Nukashuba had been divided into multiple nations much like Nudezret - went to work developing their own BattleMechs and attempting to unlock the secrets of the pirates' JumpShip. Meanwhile, tensions continued to rise between the different nations of Nudezret, where most of the population of the Papolris System lived.

The Nukashubans found the pirates' home base on Dorman's World, two jumps away; unfortunately, the expedition launched by the Federal Nukashuban Army was defeated and captured, and the pirates returned to raid Papolris a second time, striking at both Nuhai and Nukashuba. While leaving, some of the pirates were intercepted by Hefustian fighters on training exercises, leading to the capture of an Overlord class DropShip with an intact battalion of BattleMechs. Under the leadership of a recently-promoted admiral of the Nukashuban Fleet, a pan-Papolris expeditionary force was put together, and the pirates were crushed by a joint force. Then, as the joint force consolidated its position on the world and recovered, the 11th Lyran Regulars arrived under the leadership of one Colonel Frederick Steiner. The result was a series of engagements in both space and ground warfare that ended with the defeat of the 11th Lyran Regulars and heavy casualties among the expeditionary force.

Commodore Hale seized the Lyran JumpShip, a Monolith class vessel. This vessel has nine docking collars. Since the experimental K-F boom deployed on the Mallet appears to have functioned, Hefusts has two vessels with K-F booms, including the Overlord, and the resources to build and retrofit a third boom before launching.

Character creation 1:
Commodore Hale is short for a Hefustian and missing a finger. Many Hefustians have a second thumb on their hands, a mutation known as Heretic's Hand. They are generally tall and slender and live on a low-gravity world.

[Leader] [] Commodore Hale will lead the expedition!
[Leader] [] Commodore Hale has a student to recommend, one of the new class who is trained in the use of the new light single-pilot starfighters and BattleMechs. (WRITE IN ADDITIONAL CHARACTER DETAILS.)
[Leader] [] Commodore Hale has an old student to recommend, one well-trained in the old fundamentals of naval combat. (WRITE IN ADDITIONAL CHARACTER DETAILS.)
[Leader] [] Commodore Hale recommends that the military not be placed in charge of the expedition. Perhaps a scientist, or a diplomat. (WRITE IN ADDITIONAL CHARACTER DETAILS.)

Expedition hardware 1:
You will bring the Mallet and the captured Overlord, obviously. But what of a third ship?

[Monolith] [] (write in name for the Monolith)
[Overlord] [] (write in name for the Overlord)
[Third DropShip] [] The Divine Bench, an Anvil class carrier used on the expedition.
[Third DropShip] [] A civilian cargo carrier.
[Third DropShip] [] A second Hammer class destroyer, the Maul.
[Third DropShip] [] A Tongs class corvette, the Quencher.

Expedition personnel 1:
Hefustians look a little bit different than normal humans. Low gravity, genetic bottleneck, and the whole thumb thing... well, the extra thumb can be handy sometimes, but maybe not.

[Handy] [] Hand-pick a crew that are more likely to be able to pass for normal humans. This will require digging deep into the pool of available personnel.
[Handy] [] Pick the most qualified personnel for the job, regardless of number of thumbs.
[Handy] [] Exclude crew members with normal human hands, you don't want anyone "going native" out in the Inner Sphere.
 
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Main information post will go here.
For now, I will just link to Commodore Hale's in-character introduction while you decide whether or not to make him the main character of this quest.

JumpShips: Obelisk, a Monolith class jumpship with two grav decks and nine docking collars.
  • 3 docking collars occupied.
  • Grav decks set to Hefusts gravity. One at "tolerable" higher gravity.
  • Small craft: 2 Martell, 3 UCSR, 1 Cretu
DropShips:
  • Suzerein, an Overlord class ship refitted with command facilities (capacity 24 BattleMechs, 6 ASF, additional cargo space).
    • Loaded with 6 Lancer ASFs and all expedition Hefustian BattleMechs
  • Mallet, a Hammer-class destroyer.
  • Divine Bench, an Anvil-class carrier
BattleMechs:
  • 1x Ettin (personal ride of Acting Special Senior Commodore Henry Harrison)
  • 13x Banshee
  • 1x Marauder
  • 1x Griffin
  • 1x Wolverine
  • 2x Shadowhawk
  • 3x Trebuchet
  • 1x Dervish
  • 1x Hunchback (swayback)

Initial loading of experts:
  • 3 CIC Scientists
  • 44 extra bunks for marines (40 extra marines on top of the 12 each on the Mallet and Divine Bench)
  • 2 Jump space theorists
  • 3 Medical doctors
  • 1 Astronomer
  • 1 Xenobiologist
  • 3 "Diplomats" actually spies
  • 1 actual Diplomat
Initial cargo loading:
  • 600 tons of consumables and ship spare parts.
  • 200 tons battlemech spare parts
  • 200 tons aerospace spare parts
  • 300 tons Scientific equipment
  • 100 tons Example trade goods
  • 100 tons Refit kits
  • 500 tons Ammunition
 
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I have to say, loyalty will probably be more assured by the light-worlder tendency being genetic predisposition rather than bodily adaptation and thus having every member having to wear an exoskeleton to endure basically any environment, planetary or habitat, or be at the "mercy" of those around them.

As for third vessel, probably the carrier. If not, the second destroyer.
 
Is the extra thumb on the opposite side of the hand to the original thumb, or adjacent to the first thumb on the same side?
 
Is the extra thumb on the opposite side of the hand to the original thumb, or adjacent to the first thumb on the same side?
Per @Neodymium's vote in the original thread, opposite:
[X] name: Mary Kliger
[X] abnormally tall with most people above 6 ft
[X] green eyes are the dominant eye colour
[X] they have sixth thumb size digit on the opposite side of the normal thumb on the hand
 
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As for third vessel, probably the carrier. If not, the second destroyer.
Our mission being "exploration", we therefore want to keep our JumpShip intact rather than being able to attack or conduct landings. That says to me, "bring a warship", hence the Anvil or Hammer choice. The cargo ship would probably be nice, but the Hefustians have experienced marines and are, technically, at war with the Lyrans. Salvaging essentials from war prizes is an option, and without needing to maintain combat operations we should be able to go on for quite a while simply buying essential goods (food and hydrogen, mainly) from traders.
 
Yeah, I'd agree with carrier or destroyer. The destroyer presents a stronger outside context problem to the Inner Sphere, but flying without any ASF cover might be a bad life choice.

And the Overlord provides a heavy transport, so a freighter seems quite redundant.
 
@tomwritestuff

Could we use something like the Patrol Tug to convert a Smallcraft Bay into a twin ASF Bay by docking it inside?

There is a Fic on SB called Wings of Praxis that uses such a concept.
 
[X] Plan Continuing A Good Thing
-[X] [Leader] Commodore Hale will lead the expedition!
-[X] [Monolith] The Obelisk
-[X] [Overlord] The Suzerain
-[X] [Third DropShip] The Divine Bench, an Anvil class carrier used on the expedition.
-[X] [Handy] Pick the most qualified personnel for the job, regardless of number of thumbs.

I am obligated to vote for Hale, as he's my favorite character so far. The Hefustians have become my favorite Papolrisian faction as well.
 
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It wouldn't really be an ASF bay, lacking the servicing equipment needed. And really, if you are that desperate, just bring spare airframe as cargo and mobilize them as needed.


Check it out!

  • Void Patrol Tug Dropship
Type: Military Spheriod
Mass: 200 tons
Technology Base: Inner Sphere (Standard)
Introduced: 2515
Mass: 200
Battle Value: 68
Tech Rating/Availability: D/D-E-D-D
Cost: 8,144,380 C-bills
Fuel: 19 tons (1,520)
Safe Thrust: 3
Maximum Thrust: 5
Heat Sinks: 0
Structural Integrity: 5
Armor
Nose: 6
Sides: 6/6
Aft: 6
Cargo
Bay 1: Open Frame Fighter Bay (Cargo) (125.5 tons)
Crew: 2 Techs, 2 ASF pilots
Location Tonnage
Recon Camera Nose 0.5
Communications Equipment Fwd R 1.0
Refueling Drogue/Fluid Suction System Aft 1.0
Satellite Imager (Look Down Radar) Hull 5.0

A strictly space-based craft, the venerable patrol tug is little more than a fusion torch strapped to a minimal habitation space, a double-sided landing platform, a minimal sustainment capability for two 60 ton and less ASFs, and a gantry to wrap it in.
Used as a mobile patrol base for ASF lances to perform system patrol, the tug is notoriously uncomfortable, with hot-bunking required for the minimal crew and ASF pilots.
One trick up the patrol tug's sleeve is that when docked in a small craft bay, it effectively turns it into a pair of substandard fighter bays.
In times of extreme need, the patrol tug has been used to thicken up fighter cover for invasion fleets, and set up orbital CAP bases during planetary assaults.
 
And? My points still stand. There is no deployment method for the fighters so they would have to maneuver themselves out after the home ship cuts thrust, the tug is a liability if it launches in order to launch fighters, it barely provides life support and housing for the crew thus increasing the strain on the host ship, does not support repairs or ammo for its fighters, can't land on a planet if needed...
 
...Well at the very least their physical limitations should help limit there adventurism. But the Commonwealth is going to notice that Monolith, and its going to want it back.
 
How about going "undercover" as traders, load up on essential items that can be sold easily. Maybe even trade for more SLDF salvage to bring back for reverse engineering.
 
How about going "undercover" as traders, load up on essential items that can be sold easily. Maybe even trade for more SLDF salvage to bring back for reverse engineering.

Not going to work given they are going around with a klepped Monitor. Thats like driving around Detroit in a G Wagon, there is no way you can play that off as normal.

Really the only thing i think they can do is offer people rides in exchange for stuff. They have to be very careful about boarders though if they do that.
 
Hefustian starting resources
Aerospace fighters

Hefusts has older traditional starfighters, and acquired an entire production run of 32 Seraph class light starfighters from Nukashuba. This is a new type of starfighter than uses a neurohelmet for control systems. 18 of those starfighters were sent on the Pan-Papolris Expedition. Of those, 14 were blown to scrap, meaning that Nukashuba has a grand total of 18 functional Seraphs and a pile of spare parts. This is both for the purposes of home defense as well as deployment for the expedition.

Nukashuba has yet to manufacture additional Seraphs for export, focusing instead on the wider market served by the export model of Lancer. Hefusts is actively developing the capacity to manufacture its own light starfighters in the future, but in the interim, may import some Lancer aerospace fighters to fill gaps as necessary. Hefustian starfighters utilize liquid-filled cockpits to limit the effect of high-gee burns on pilots.

Hefusts has, at this point, a grand total of 28 neurohelmet-compatible pilots with significant experience in operating the Seraph potentially available for deployment, all of which are cross-trained in BattleMechs, and a second class of 32 rookie MechWarrior / fighter pilot trainees.
Lancer LNC-1A1
Mass:
80 tons
Power Plant: 400 Fusion
Armor: Standard
Armament:
15 Small Laser
Cost: 4,565,517 C-bills
Battle Value: 737


EquipmentMass
Engine
400 Fusion​
52.5​
Safe Thrust:
7​
Max Thrust:
11​
Structural Integrity:
8​
Heat Sinks:
11​
1​
Fuel:
480​
6​
Cockpit:
3​
Armor Factor:
160​
10​


Armor Value​
Nose
50​
Wings
40/40​
Aft
30​


Weapons and Ammo​
LocationTonnageHeatSRVMRVLRVERV
5 Small Laser
NOS​
2.5​
13000
5 Small Laser
RWG​
2.5​
13000
5 Small Laser
LWG​
2.5​
13000
Seraph Mark II SL-17N
Mass:
70 tons
Chassis: Close copy of Wakazashi III
Power Plant: 280 Compact
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Armor: Vehicular Stealth
Armament:
1 LRM 20
2 Medium Laser
1 SRM 4
1 Large Laser
Cost: 4,609,845 N-bills
Battle Value: 1,517

Overview
Partly due to continued difficulties in proofing more advanced stealth systems against the heat of atmospheric re-entry in testing different versions of the Lancer, ADRI has bowed to political pressure and chosen to develop a low-cost alternative to the Lancer that may be manufactured quickly, basing this on the original demonstration prototype utilized to prove that ADRI could duplicate the pirate craft.

Capabilities
The Mark II prototype Seraph utilizes an even smaller engine than the Mark I Seraph, and adds multi-shot magazines for its missile launchers in response to the confidential presentation of evidence that the Shilone craft had multiple shots of ammunition for its missile weapons. The Mark II Seraph has moderate stealth capabilities.

Deployment
Although not yet in production, the Space Transport Division of the Federal Nukashuban Army has already placed an order for the Seraph. The legal argument over whether or not the Space Transport Division is permitted to operate the Seraph is ongoing behind closed doors.

Equipment
Mass​
Engine
280 Compact​
24​
Safe Thrust:
6​
Max Thrust:
9​
Structural Integrity:
7​
Heat Sinks:
11 [22]​
1​
Fuel:
400​
5​
Cockpit:
3​
Armor Factor (Vehicular Stealth):
184​
11.5​


Armor Value​
Nose
60​
Wings
44/44​
Aft
36​


Weapons and Ammo​
Location​
Tonnage​
HeatSRVMRVLRVERV
LRM 20
NOS​
10​
61212120
Active Probe
NOS​
1.5​
-----
Large Laser
NOS​
5​
88800
Medium Laser
RWG​
1​
35000
CASE
FSLG​
0.5​
-----
LRM 20 Ammo (12)
FSLG​
2​
-----
SRM 4 Ammo (25)
FSLG​
1​
-----
Medium Laser
LWG​
1​
35000
SRM 4
AFT​
2​
34000
ECM Suite
AFT​
1.5​
-----

BattleMechs

Hefusts has no native capacity for the manufacture of BattleMechs. The following BattleMechs can be easily acquired in quantity:
  • RAV-2N Raven (25 ton fission powered trainer built by Nukashuba)
  • RAV-2A Raven (25 ton fission powered aquatic variant of above built by Nukashuba)
  • Type 216 (fission-powered machine built by the People's Republic of South Nudezret)
  • Type 343 (fission-powered machine built by the People's Republic of South Nudezret)
There will be the opportunity to acquire up to 10 BattleMechs of one additional model for a political price in time for deployment to this expedition. Hefustian-adapted BattleMechs utilize liquid-filled cockpits to limit the effects of high gravity on the pilots while actively deployed. Other than the above, Hefusts has the following 28 machines for the purposes of training, defense, ongoing reverse-engineering research, and deployment to the expedition:

BattleMechTonnageQuantityOrigin
Banshee
95​
1​
Salvage
Marauder
75​
1​
Salvage
Rifleman
60​
1​
Salvage
Dervish
55​
1​
Salvage
Griffin
55​
1​
Salvage
Shadow Hawk
55​
4​
Salvage
Wolverine
55​
1​
Salvage
Centurion
50​
1​
Salvage
Hunchback (1 swayback, other on/ly intact BattleMech-mounted AC/20 in Papolris System)
50​
2​
Salvage
Trebuchet
50​
4​
Salvage
Cicada
40​
1​
Salvage
Clint
40​
1​
Salvage
Whitworth (SRM)
40​
4​
Salvage
Jenner
35​
1​
Salvage
Commando
25​
1​
Salvage
Stinger
20​
2​
Salvage
Ettin (customized)
90​
1​
Nukashuba

BattleMech design reference:
While Hefusts does not have the capacity to manufacture BattleMechs in any meaningful volume, the following are representative of refits that Hefusts performed. In particular, below are the eight machines (two Shadow Hawks) that went on the Pan-Papolris expedition. You will have the option of going into the Inner Sphere with spare parts and refit kits.

Note that the Thunderbolt and Grasshopper unfortunately did not survive the expedition, although you have the specs to apply an appropriate refit kit if you get your hands on replacements.

Hefusts Thunderbolt TDR-5S
Mass:
65 tons
Chassis: Earthwerks TDR
Power Plant: Magna 260
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Stealth
Armament:
3 Medium Laser
2 Machine Gun
1 SRM 2
1 LRM 15
1 Large Laser
Communication System: Neil 8000
Targeting & Tracking System: RCA Instatrac Mark X
Introduction Year: 3005
Tech Rating/Availability: E/X-X-E-D
Cost: 6,878,135 C-bills

Overview
The Thunderbolt, from its inception, has always been a reliable workhorse of heavy formations. Standard design paradigms for Thunderbolt variants focus on combining durability with a wide and flexible array of firepower. An excellent reputation and service record lead to the modernization of the chassis, bringing the primitive BattleMech up to modern standards. Subsequent improvements of the base design would periodically follow, keeping the Thunderbolt at the forefront of every war in the Inner Sphere for centuries on end.

Capabilities
As the Thunderbolt was initially designed for planetary assaults, a strong combination of armor protection and intimidating firepower was paramount. In this, the Thunderbolt did not fail. The weapon array of the standard variant is well equipped to deal with opponents at any range. Additionally, the RCA Instatrac Mark X targeting system is suited to dealing with multiple targets at once without sacrificing accuracy. Finally, the innate ruggedness of the Thunderbolt chassis has always been once of its greatest strengths, vastly reducing the amount of upkeep needed to keep them running.

Deployment
Few BattleMechs are as widely used as the Thunderbolt. Factories scattered throughout the Inner Sphere and Periphery bring large numbers of the design into service every year, with the toughness of the design naturally reducing attrition rates. Every military of note uses the design, and the Thunderbolt is undoubtebly one of the most common heavy BattleMechs to be found in the Sphere. The TDR-5S, as the base variant, was most widespread during the Succession Wars, though recent technological improvements and the manufacturing of new variants have reduced its numbers of late.

Type: Hefusts Thunderbolt
Technology Base: Inner Sphere (Standard)
Tonnage: 65
Battle Value: 1,660


EquipmentMass
Internal Structure
6.5​
Engine
260 Fusion​
13.5​
Walking MP:
4​
Running MP:
6​
Jumping MP:
0​
Double Heat Sink:
13 [26]​
3​
Gyro:
3​
Cockpit:
3​
Armor Factor (Stealth):
208​
13​


Internal StructureArmor Value
Head
3​
9​
Center Torso
21​
30​
Center Torso (rear)
11​
R/L Torso
15​
24​
R/L Torso (rear)
6​
R/L Arm
10​
20​
R/L Leg
15​
29​


Weapons and Ammo​
LocationCriticalTonnage
ECM Suite
CT​
2​
1.5​
CASE
RT​
1​
0.5​
LRM 15
RT​
3​
7​
LRM 15 Ammo (16)
RT​
2​
2​
SRM 2 Ammo (50)
RT​
1​
1​
SRM 2
RT​
1​
1​
Double Heat Sink
LA​
3​
1​
2 Machine Gun
LA​
2​
1​
Half Machine Gun Ammo (100)
LA​
1​
0.5​
3 Medium Laser
LT​
3​
3​
CASE
LT​
1​
0.5​
Double Heat Sink
LT​
3​
1​
Double Heat Sink
RA​
3​
1​
Large Laser
RA​
2​
5​
Hefusts Grasshopper GHR-5H
Mass:
70 tons
Chassis: Standard Biped
Power Plant: 280 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Stealth
Armament:
4 Medium Laser
1 LRM 5
1 Large Laser
4 ER Flamer
Introduction Year: 3005
Cost: 7,557,973 C-bills
Battle Value: 1,728

EquipmentMass
Internal Structure
7​
Engine
280 Fusion​
16​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Double Heat Sink:
16 [32]​
6​
Gyro:
3​
Cockpit:
3​
Armor Factor (Stealth):
208​
13​


Internal StructureArmor Value
Head
3​
9​
Center Torso
22​
30​
Center Torso (rear)
13​
R/L Torso
15​
20​
R/L Torso (rear)
10​
R/L Arm
11​
22​
R/L Leg
15​
26​


Weapons and Ammo​
LocationCriticalTonnage
Large Laser
CT​
2​
5​
LRM 5 Ammo (24)
RT​
1​
1​
2 Jump Jet
RT​
2​
2​
Medium Laser
RT​
1​
1​
CASE
RT​
1​
0.5​
Double Heat Sink
RT​
3​
1​
ECM Suite
RT​
2​
1.5​
Medium Laser
LA​
1​
1​
2 ER Flamer
LA​
2​
2​
Double Heat Sink
LA​
3​
1​
2 Jump Jet
LT​
2​
2​
Medium Laser
LT​
1​
1​
2 Double Heat Sink
LT​
6​
2​
LRM 5
HD​
1​
2​
Medium Laser
RA​
1​
1​
2 ER Flamer
RA​
2​
2​
Double Heat Sink
RA​
3​
1​
Ettin (Hefusts) CP-11-NH
Ettin (Hefusts) CP-11-NH
Mass:
90 tons
Chassis: Endo-Composite Biped
Power Plant: 360 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Stealth
Armament:
2 Medium Laser
1 AC/10
1 LRM 10
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: E/X-X-F-E
Cost: 11,345,660 C-bills

Type: Ettin (Hefusts)
Technology Base: Inner Sphere (Experimental)
Tonnage: 90
Battle Value: 1,784


EquipmentMass
Internal Structure
Endo-Composite​
7​
Engine
360 Fusion​
33​
Walking MP:
4​
Running MP:
6​
Jumping MP:
0​
Double Heat Sink:
11 [22]​
1​
Gyro:
4​
Cockpit:
3​
Armor Factor (Stealth):232
14.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
29​
36​
Center Torso (rear)
11​
R/L Torso
19​
28​
R/L Torso (rear)
10​
R/L Arm
15​
20​
R/L Leg
19​
30​


Weapons
and Ammo​
LocationCriticalTonnage
ECM Suite
CT​
2​
1.5​
Armor-Piercing AC/10 Ammo (5)
RT​
1​
1​
CASE
RT​
1​
0.5​
AC/10 Ammo (10)
RT​
1​
1​
AC/10
RT​
7​
12​
Medium Laser
LA​
1​
1​
Armor-Piercing AC/10 Ammo (10)
LT​
2​
2​
CASE
LT​
1​
0.5​
LRM 10 Ammo (24)
LT​
2​
2​
LRM 10
LT​
2​
5​
Medium Laser
RA​
1​
1​
Hefusts Marauder MAD-3R
Hefusts Marauder MAD-3R
Mass:
75 tons
Chassis: Standard Biped
Power Plant: 300 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Stealth
Armament:
2 PPC
2 Medium Laser
1 AC/5
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2819
Tech Rating/Availability: E/X-X-E-D
Cost: 8,003,625 C-bills

Type: Hefusts Marauder
Technology Base: Inner Sphere (Standard)
Tonnage: 75
Battle Value: 1,665


EquipmentMass
Internal Structure
7.5​
Engine
300 Fusion​
19​
Walking MP:
4​
Running MP:
6​
Jumping MP:
0​
Double Heat Sink:
14 [28]​
4​
Gyro:
3​
Cockpit:
3​
Armor Factor (Stealth):184
11.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
23​
35​
Center Torso (rear)
10​
R/L Torso
16​
17​
R/L Torso (rear)
8​
R/L Arm
12​
22​
R/L Leg
16​
18​


Weapons
and Ammo​
LocationCriticalTonnage
ECM Suite
CT​
2​
1.5​
Double Heat Sink
RT​
3​
1​
AC/5
RT​
4​
8​
Medium Laser
LA​
1​
1​
PPC
LA​
3​
7​
CASE
LT​
1​
0.5​
Double Heat Sink
LT​
3​
1​
AC/5 Ammo (20)
LT​
1​
1​
Medium Laser
RA​
1​
1​
PPC
RA​
3​
7​
Griffin Hefusts GRF-1N
Griffin Hefusts GRF-1N
Mass:
55 tons
Chassis: Earthwerks GRF
Power Plant: CoreTek 275
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Starshield A
Armament:
1 PPC
1 LRM 10
Communication System: Neil 6000
Targeting & Tracking System: Octagon Tartrac System C
Introduction Year: 2492
Tech Rating/Availability: E/X-X-E-D
Cost: 6,020,407 C-bills

Overview
The Griffin has flitted through multiple roles throughout its long and illustious existence. Originally developed to fill a middle ground between lumbing assaults and fragile light 'Mechs, the Griffin at its inception was popular, effective, and dangerous. The steady march of time and technology would eventually make the Griffin's performance less exceptional, generally pushing it into mobile fire-support roles. In this, though, it still offers sterling service, and it remains one of the most-produced medium BattleMechs in the Inner Sphere.

Capabilities
The powerful PPC of most Griffins give it a reliable punch. Secondary missile launchers, often generously fed with ammunition, give it steady follow up damage. When combined with its mobile nature and average armor, the Griffin is hard to pin down and dangerous to take likely. If the Griffin has a flaw, it is that its cooling system is inadequate for its firepower, forcing many pilots to choose between staying mobile and badly overheating.

Deployment
The Griffin, with its many manufacturing plants, can be found in all corners of human space. As its standard role keeps it out of most of the worst fighting, attrition is lower than with some designs. Even the many recent conflicts-be it the Clan Invasion, FedCom Civil War, or Jihad-have done little to reduce Griffin numbers.

Type: Griffin Hefusts
Technology Base: Inner Sphere (Standard)
Tonnage: 55
Battle Value: 1,511


EquipmentMass
Internal Structure
5.5​
Engine
275 Fusion​
15.5​
Walking MP:
5​
Running MP:
8​
Jumping MP:
5​
Double Heat Sink:
10 [20]​
0​
Gyro:
3​
Cockpit:
3​
Armor Factor (Stealth):152
9.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
18​
20​
Center Torso (rear)
7​
R/L Torso
13​
20​
R/L Torso (rear)
6​
R/L Arm
9​
14​
R/L Leg
13​
18​


Weapons
and Ammo​
LocationCriticalTonnage
Jump Jet
CT​
1​
0.5​
2 Jump Jet
RT​
2​
1​
CASE
RT​
1​
0.5​
LRM 10 Ammo (24)
RT​
2​
2​
LRM 10
RT​
2​
5​
2 Jump Jet
LT​
2​
1​
ECM Suite
LT​
2​
1.5​
PPC
RA​
3​
7​
Shadow Hawk Hefusts SHD-2H
Shadow Hawk Hefusts SHD-2H
Mass:
55 tons
Chassis: Earthwerks SHD
Power Plant: CoreTek 275
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Maximilian 43
Armament:
1 Medium Laser
1 AC/5
1 SRM 2
1 LRM 5
Communication System: O/P 300 COMSET
Targeting & Tracking System: O/P 2000A
Introduction Year: 2550
Tech Rating/Availability: E/X-X-E-D
Cost: 5,602,682 C-bills

Overview
The Shadow Hawk, from its inception, was designed to be a multi-purpose generalist. One of the fabled "trio" of 55-ton 'Mechs, its comrades are much more specialized designs. The Griffin is a long-ranged support platform, the Wolverine a heavy scout and skirmisher. The Shadow Hawk, however, can accomplish both rolesâ€"albeit, not as well as the two other designs. This has not hampered its popularity, and it has offered sterling service from the first days it entered battle.

Capabilities
Most Shadow Hawks carry a varied array of weaponry. With both short and long-ranged weapons, missiles, lasers, and autocannons, the Shadow Hawk is never on a battlefield where it cannot contribute at least some firepower. Its speed is average for a design of its size, while the jump jets give it some maneuverability even if broken terrain. If the Shadow Hawk has one limitation, it is that it has difficulty bringing forward overwhelming firepower in any specific situation, causing some to disparage it as badly designed and flawed.

Deployment
The Shadow Hawk is a widespread design. Every Successor State makes good use of the BattleMech, while the factories on Dunianshire ensure that a steady number enter periphery forces every year. As such a flexible design, it has a home in nearly every type of command, and few are the commanders who cannot find a use for their Shadow Hawk. Neither the massive number of upgrade kits nor the Jihad managed to put a dent in the number of SHD-2H's in service. Even today, the militaries from the greatest house to the lowliest mercenary group still use this venerable variant.

Type: Shadow Hawk Hefusts
Technology Base: Inner Sphere (Standard)
Tonnage: 55
Battle Value: 1,323


EquipmentMass
Internal Structure
5.5​
Engine
275 Fusion​
15.5​
Walking MP:
5​
Running MP:
8​
Jumping MP:
3​
Double Heat Sink:
10 [20]​
0​
Gyro:
3​
Cockpit:
3​
Armor Factor (Stealth):152
9.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
18​
23​
Center Torso (rear)
8​
R/L Torso
13​
18​
R/L Torso (rear)
6​
R/L Arm
9​
16​
R/L Leg
13​
16​


Weapons
and Ammo​
LocationCriticalTonnage
Jump Jet
CT​
1​
0.5​
Jump Jet
RT​
1​
0.5​
LRM 5
RT​
1​
2​
ECM Suite
RT​
2​
1.5​
LRM 5 Ammo (24)
LT​
1​
1​
Jump Jet
LT​
1​
0.5​
CASE
LT​
1​
0.5​
SRM 2 Ammo (50)
LT​
1​
1​
AC/5
LT​
4​
8​
AC/5 Ammo (20)
LT​
1​
1​
SRM 2
HD​
1​
1​
Medium Laser
RA​
1​
1​
Wolverine Hefusts WVR-6R
Wolverine Hefusts WVR-6R
Mass:
55 tons
Chassis: Crucis -A
Power Plant: CoreTek 275
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Maximillian 60
Armament:
1 Medium Laser
1 AC/5
1 SRM 6
Communication System: Garret T11-b
Targeting & Tracking System: Sync Tracker (39-42071)
Introduction Year: 3075
Tech Rating/Availability: E/X-X-E-D
Cost: 5,890,982 C-bills

Overview
The Wolverine commonly served as a heavy scout unit. Often deployed in situations where heavy opposition could easily destroy lighter BattleMechs, it has had a reliable service record ever since its initial deployment within the Star League Defense Force. With respectable armor, speed, and firepower, it can easily outfight lighter enemy scouts and defend itself capably if ambushed.

Capabilities
The autocannon, missile system and laser found on most Wolverines are all reliable and well-storied systems. Unfortunately, the jump jets suffer from an opposing reputation; the Northrup 12000's are underpowered and prone to breakdowns. The one defining system to be found on the Wolverine, however, are its superb Tek BattleCom and Garret T11-b communications systems. The comgear, regardless of the manufacturer, is well-shielded and features a multi-channel transmitter and receiver, making the Wolverine a powerful Command BattleMech for scouting formations.

Deployment
A widespread part of every major military, the Wolverine has manufacturing plants scattered throughout the entire Inner Sphere. While certain states-notable the Free Worlds League-have larger numbers of the design, only the Capellans began facing a shortage of the Wolverine after the loss of their Nanking facilities. Even the Jihad barely dented the numbers of the WVR-6R; many may still be seen in lower-priority commands of the Successor State militaries.

Type: Wolverine Hefusts
Technology Base: Inner Sphere (Standard)
Tonnage: 55
Battle Value: 1,340


EquipmentMass
Internal Structure
5.5​
Engine
275 Fusion​
15.5​
Walking MP:
5​
Running MP:
8​
Jumping MP:
5​
Double Heat Sink:
10 [20]​
0​
Gyro:
3​
Cockpit:
3​
Armor Factor (Stealth):152
9.5​


Internal
Structure
Armor
Value
Head
3​
8​
Center Torso
18​
20​
Center Torso (rear)
8​
R/L Torso
13​
20​
R/L Torso (rear)
6​
R/L Arm
9​
16​
R/L Leg
13​
16​


Weapons
and Ammo​
LocationCriticalTonnage
Jump Jet
CT​
1​
0.5​
2 Jump Jet
RT​
2​
1​
CASE
RT​
1​
0.5​
SRM 6 Ammo (15)
RT​
1​
1​
2 Jump Jet
LT​
2​
1​
SRM 6
LT​
2​
3​
ECM Suite
LT​
2​
1.5​
Medium Laser
HD​
1​
1​
AC/5
RA​
4​
8​
AC/5 Ammo (20)
RA​
1​
1​

Ships

The Anvil class is fitted with 2x1200 ton bays. These bays may be adjusted to be BattleMech (8), Fighter (8), Small Craft (6), or Cargo (1200) bays.

The Overlord class was originally fitted with 1x5400 with 6 doors, 1x900 ton bay with 2 doors, and a distinctly subpar 132.5 ton cargo bay. These bays are by default BattleMech (36) and Fighter (6). The main bay may be subdivided in order to provide additional internal space (as in the command variant Overlord).

The Monolith has 2x700 ton cargo bays and 1x1200 ton small craft bay, which may be adjusted similarly.

Command and control systems will take up a minimum of 500 tons of bay space if you opt for command and control facilities.

(For the purpose of a less-lethal game, I will be classifying Hefustian refit kits including CASE as maintenance-level (D) refit kits.)
Anvil ASF Carrier
Type:
Military Aerodyne
Mass: 4,800 tons
Technology Base: Inner Sphere (Standard)
Introduced: 3145
Mass: 4,800
Battle Value: 5,445
Tech Rating/Availability: E/X-X-X-D
Cost: 290,697,840 C-bills

Fuel: 235 tons (7,050)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 66 (132)
Structural Integrity: 20

Armor
Nose:
500
Sides: 400/400
Aft: 220

Cargo


Bay 1:Fighter (8)4 Doors
Bay 2:Fighter (8)4 Doors

Escape Pods: 12
Life Boats: 0
Crew: 3 officers, 2 enlisted/non-rated, 7 gunners, 32 bay personnel, 12 marines

Ammunition: 480 rounds of Anti-Missile System [IS] ammunition (40 tons)

Notes: Mounts 90 tons of standard aerospace armor.


Arc (Heat)​
HeatSRVMRVLRVERVClass
Weapons:​
Capital Attack Values (Standard)
Nose (34 Heat)
2 Anti-Missile System, Anti-Missile System Ammo [IS] (120 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
3 ER Flamer
12​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
4 Medium Laser, 1 Large Laser
20​
3(28)​
1(8)​
0(0)​
0(0)​
Laser
RW/LW (34 Heat)
2 Anti-Missile System, Anti-Missile System Ammo [IS] (120 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
3 ER Flamer
12​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
4 Medium Laser, 1 Large Laser
20​
3(28)​
1(8)​
0(0)​
0(0)​
Laser
Aft (34 Heat)
2 Anti-Missile System, Anti-Missile System Ammo [IS] (120 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
3 ER Flamer
12​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
4 Medium Laser, 1 Large Laser
20​
3(28)​
1(8)​
0(0)​
0(0)​
Laser
Hammer Destroyer
Type:
Military Aerodyne
Mass: 2,400 tons
Technology Base: Inner Sphere (Standard)
Mass: 2,400
Battle Value: 6,154
Cost: 276,946,920 C-bills
Fuel: 117.5 tons (4,700)
Safe Thrust: 5
Maximum Thrust: 8
Heat Sinks: 52 (104)
Structural Integrity: 15

Armor
Nose:
340
Sides: 300/300
Aft: 200

Cargo


Bay 1:Cargo (49.5 tons)1 Door

Escape Pods: 12
Life Boats: 0
Crew: 3 officers, 2 enlisted/non-rated, 9 gunners, 12 marines

Ammunition: 10 rounds of Manta Ray ammunition (180 tons), 480 rounds of Anti-Missile System [IS] ammunition (40 tons)

Notes: Mounts 67.5 tons of standard aerospace armor.


Arc (Heat)​
HeatSRVMRVLRVERVClass
Weapons:​
Capital Attack Values (Standard)
Nose (63 Heat)
3 ER Flamer
12​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
4 Medium Laser, 2 Large Laser
28​
4(36)​
2(16)​
0(0)​
0(0)​
Laser
2 Anti-Missile System, Anti-Missile System Ammo [IS] (120 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
1 Sub-Capital Missile Launcher (Manta Ray), Manta Ray Ammo (10 shots)
21​
5(50)​
0(0)​
0(0)​
0(0)​
Sub-Capital Missile
RW/LW (74 Heat)
3 ER Flamer
12​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
4 Medium Laser, 2 Large Laser
28​
4(36)​
2(16)​
0(0)​
0(0)​
Laser
2 Anti-Missile System, Anti-Missile System Ammo [IS] (120 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
1 Sub-Capital Laser (SCL/3)
32​
3(30)​
3(30)​
0(0)​
0(0)​
Sub-Capital Laser
Aft (42 Heat)
3 ER Flamer
12​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
4 Medium Laser, 2 Large Laser
28​
4(36)​
2(16)​
0(0)​
0(0)​
Laser
2 Anti-Missile System, Anti-Missile System Ammo [IS] (120 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
Tongs Corvette
Type:
Military Aerodyne
Mass: 1,200 tons
Battle Value: 6,817
Cost: 209,348,640 C-bills

Fuel: 60 tons (3,000)
Safe Thrust: 6
Maximum Thrust: 9
Heat Sinks: 42 (84)
Structural Integrity: 15

Armor
Nose:
400
Sides: 270/270
Aft: 200

Cargo
None

Escape Pods: 2
Life Boats: 0
Crew: 3 officers, 2 enlisted/non-rated, 6 gunners

Ammunition: 192 rounds of Anti-Missile System [IS] ammunition (16 tons), 10 rounds of Piranha ammunition (100 tons)

Notes: Mounts 67.5 tons of standard aerospace armor.


Arc (Heat)​
HeatSRVMRVLRVERVClass
Weapons:​
Capital Attack Values (Standard)
Nose (53 Heat)
1 Sub-Capital Missile Launcher (Piranha), Piranha Ammo (10 shots)
9​
3(30)​
3(30)​
3(30)​
0(0)​
Sub-Capital Missile
1 Sub-Capital Laser (SCL/1)
24​
1(10)​
1(10)​
1(10)​
0(0)​
Sub-Capital Laser
2 Large Laser
16​
2(16)​
2(16)​
0(0)​
0(0)​
Laser
2 Small Laser
2​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
2 Anti-Missile System, Anti-Missile System Ammo [IS] (48 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
RW/LW (26 Heat)
2 Medium Laser, 2 Large Laser
22​
3(26)​
2(16)​
0(0)​
0(0)​
Laser
2 Small Laser
2​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
2 Anti-Missile System, Anti-Missile System Ammo [IS] (48 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
Aft (16 Heat)
4 Medium Laser
12​
2(20)​
0(0)​
0(0)​
0(0)​
Laser
2 Small Laser
2​
1(6)​
0(0)​
0(0)​
0(0)​
Point Defense
2 Anti-Missile System, Anti-Missile System Ammo [IS] (48 shots)
2​
1(6)​
0(0)​
0(0)​
0(0)​
AMS
 
Last edited:
And? My points still stand. There is no deployment method for the fighters so they would have to maneuver themselves out after the home ship cuts thrust, the tug is a liability if it launches in order to launch fighters, it barely provides life support and housing for the crew thus increasing the strain on the host ship, does not support repairs or ammo for its fighters, can't land on a planet if needed...

The tug can deploy the fighters from within the Smallcraft bay though?

The maluses on the Tug are as you said the lack of space for extensive overhauls etc.
 
For leader, I actually think that we should go with the New Student rather than the Commodore. In part because the Commodore probably deserves their retirement at this point.
 
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