Hefusts Explores the Inner Sphere

Papolris BattleMech reference sheet
This will be relevant in a future round of voting on how to configure and fill bays. I'm not done adding to this, but I'm posting it to put it out of the queue.

Nudezret nationsObserved small fusion engine ratingsObserved structure typesObserved tonnage rangeOther equipment
USNN350,360,375,400Endo-Composite, Standard55-100PPC, Light PPC, Rocket Launchers
RSU360Standard, Reinforced90-120PPC
UCSR375,400Reinforced, Industrial55-125
PRSN-Industrial45-90LAC/2, LAC/5
CIC-Standard35-40LAC/2, LAC/5


Easy to get BattleMechs:
PRSN-M03 / BJ-PRSN Type 216 BattleMech
Mass:
45 tons
Chassis: Industrial Industrial Biped
Power Plant: 180 Fission
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Commercial
Armament:
4 Small Laser
2 Light AC/2
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3003
Tech Rating/Availability: D/X-X-F-D
Cost: 2,549,294 C-bills
Battle Value: 473


EquipmentMass
Internal Structure
Industrial​
9​
Engine
180 Fission​
12.5​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Heat Sink:
5​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor (Commercial):
132​
5.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
14​
18​
Center Torso (rear)
9​
R/L Torso
11​
15​
R/L Torso (rear)
6​
R/L Arm
7​
12​
R/L Leg
11​
15​


Weapons
and Ammo​
LocationCriticalTonnage
2 Jump Jet
LL​
2​
1​
LAC/2 Ammo (45)
CT​
1​
1​
Small Laser
RT​
1​
0.5​
Light AC/2
LA​
1​
4​
Small Laser
LA​
1​
0.5​
Small Laser
LT​
1​
0.5​
2 Jump Jet
RL​
2​
1​
Light AC/2
RA​
1​
4​
Small Laser
RA​
1​
0.5​
He thumbed the lasers as he landed, and the opposing BattleMech swayed, rolled steel armor melting into slag. As Fourth Lieutenant Haywood turned her machine to face him, he stepped the BattleMech forward and kicked, multiple tons of metal ramming into the Type 216's already-damaged right leg. The aluminum hip actuator guard snapped as the titanium-and-steel structural femur dislocated, punching upwards into the torso of the BattleMech and through the engine shielding.

For a moment, the Type 216 staggered, heat levels flaring; and then the femur slid back down, tearing open the aluminum shell of the ammunition storage canister. The secondary explosion ripped into the Type 216's chest, ripping through the cockpit and sending shrapnel spraying across the landing pad. Then the engine went supercritical, and a wave of static burst out of Test Pilot Delta's earpiece.

Fortunately, Fourth Lieutenant Haywood had ejected, he noted as his sensor board cleared. Unfortunately, the chute that was supposed to be attached to her ejection seat was entirely synthetic, and most of it had melted in place. Nausea rocked him as he watched the lieutenant, selected by the PRSN for her photogenic attributes, slam head-first into the ground. He waited, watching; but she didn't move.
Type 343 CP-00-PRSN
Weight
: 90 tons
BV: 1,046
Cost: 4,356,378 N-bills
Movement: 3/5
Engine: 270 Fission
BAR Rating : 5
Heat Sinks: 11
Gyro: Standard Gyro
Internal: 138 Industrial
Armor: 276/279 Commercial


Internal​
Armor​
Head​
3​
9​
Center Torso​
29​
42​
Center Torso (rear)​
15​
Right Torso​
19​
28​
Right Torso (rear)​
10​
Left Torso​
19​
28​
Left Torso (rear)​
10​
Right Arm​
15​
29​
Left Arm​
15​
29​
Right Leg​
19​
38​
Left Leg​
19​
38​


Weapons​
Loc​
Heat​
Medium Laser​
LA​
3​
Medium Laser​
RA​
3​
LRM 10​
LT​
4​
AC/10​
RT​
3​
Medium Laser​
CT​
3​
Medium Laser​
CT​
3​


Ammo​
Loc​
Shots​
LRM 10 Ammo​
LT​
12​
AC/10 Ammo​
RT​
10​


Overview: Nominally priced at a mere 4,356,378 N-bills, the People's Republic of South Nudezret's Type 343 is advertised to match closely the capabilities of the premium Nukashuban BattleMech, the Ettin, at a fraction of the price - even with shipping, insurance, warranty, and training charges added. Production is limited in rate by the difficulty in getting 270 rated fission engines imported from Nukashuba, as the shipping industry continues to struggle.
With conventional vehicles unable to pursue the pirate force and strafing attacks through hundred-meter tall trees in uneven terrain topped by a cloud layer considered unwise, the ground force commanders briefly convened and decided to initiate a chase. Third Captain Robin Vozick, in her Type 343, held her force of Goldfish together with her at the top jungle-traversing speed of the Type 343. Captain Shumaila Magsi, frustrated with this slow approach, ordered the rest of her company ahead of her at all deliberate speed with orders to catch and delay the pirates, putting them under the de facto command of the ill-fated Lieutenant Afeworki Buzek.
...
The Nuhai and Hefustian companies, along with the Nukashuban Goldfish, took the brunt of the pirates' counterattack against the pursuing Papolris forces, but the tide soon began to turn as heavier BattleMechs began to arrive, and the pirates scattered just after the PSRN company arrived, with the slowest Nukashuban BattleMech, the Lorris, arriving just in time to fire several long-range shots as Third Captain Vozick landed the killing blow on one of the slower pirate BattleMechs, a Warhammer.
Not that Warranted MechWarriors Cherlyn Kutumbaka and Mabbina Rice were much better. He wrinkled his nose. He'd delegate handing out the medals to Captain (third-rate) Robin Vozick, except that the woman had, unlike her lieutenants, lived up to her breeding and also scored a personal victory in the battle against the pirates. She'd also recorded film of her Type 343 posing over her fallen foe after the end of the first battle, once it was clear that she would not be able to pursue the faster pirates in her slow-moving ninety-ton behemoth.

He propped the door open behind him so that the film crew could pass through more easily, and then walked towards the crowd of seven woman standing around wearing cooling vests. The four officers were wearing subtle but tasteful make-up, and the three enlisted women were freshly scrubbed and modestly standing behind their betters so as not to draw attention.

"Attention! Faithful comrades, I have come to debrief you after your great victory against the sinful and exploitative pirates, who have perpetrated violence against our brethren and sinfully exploited the labor of the poor heathen locals living in this forlorn jungle world. Third Captain Vozick, would you recount for me how this victory was achieved?" He paused for dramatic effect, pointedly not looking at Captain (second-rate) Kateb Maskini of the Lancer squadron.

The short woman beamed, clicking her heels. "By good fortune, comrade officer, you have come at precisely the time at which I have my entire company of MechWarriors assembled. Each will be able to testify of their part. With the information provided to us by the Hefustian reconnaissance battalion, we engaged in a diligent but measured pursuit of the pirates through the cloud forest, where our own aerial forces were unfortunately unable to provide close support. Outnumbered five to one, we advanced boldly against the enemy, seeking to rescue the poor beleaguered Nuhaians, who in their desperate pursuit of vengeance had thrown themselves into the teeth of four-to-one odds. I myself led the way to their rescue, disabling the BattleMech of their leader, a woman known as 'Hotlips.' The powerful cannon of my Type 343 command BattleMech proved fully equal to piercing the chest of a mighty warmachine over sixty tons of gross mass, which had endured without complaint multiple shots from the Nukashuban Ettins. The enemy then fled before us, deeper into the jungle, moving at desperate speed - their morale broken and no longer at that point a true threat."
The Nuhaians are, of course, the first to make contact with the enemy. It goes poorly, with the three Wasp pilots ejecting within a minute of contact. They're the lucky ones; Colm Ohayashi didn't eject before his newly-assigned Phoenix Hawk erupted in a fireball of exploding ammunition. Two minutes later, you're counting Colm Ohayashi lucky. Third Captain Robin Vozick insisted on holding the center of the PRSN formation, and it turns out that the Type 343's ejection system was built crosswise with the PRSN-designed backup reactor SCRAM system. The explosive bolts on bolt systems were installed backwards, so instead of successfully ejecting, her cockpit ... and apparently at least one of her legs ... was pierced by fuel rods that were supposed to be shunted out the rear of the BattleMech.
The Raven has the following quirks in prototype and all current production models:
  • No Arms + Narrow Profile (linked package, net value 0)
  • Fast Reload (Long-Range Missiles) (+1)
  • Compact (+1)
Production variants:
  • RAV-2A: Aquatic model designed for export to Nuhai. Also purchased by Calinova, Numassachu, and Nucarline for wet-carrier-based deployment.
    • Eliminates one ton of ammunition and one medium laser in exchange for 4x UMU.
    • Converts LRMs to LRTs.
    • Downgrades heat sinks to singles.
  • RAV-2N: Downgraded model designed for export to Nudezret.
    • Eliminates one ton of ammunition and one medium laser in exchange for 2 heat sinks.
    • Downgrades heat sinks to singles.
Raven RAV-1N
Mass:
25 tons
Chassis: Endo-Composite Biped
Power Plant: 100 Fission
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 Medium Laser
2 LRM 5
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-E
Cost: 1,416,875 C-bills

Type: Raven
Technology Base: Mixed (Experimental)
Tonnage: 25
Battle Value: 578


EquipmentMass
Internal Structure
Endo-Composite​
2​
Engine
100 Fission​
5.5​
Walking MP:
4​
Running MP:
6​
Jumping MP:
0​
Double Heat Sink:
5 [10]​
0​
Gyro:
1​
Cockpit:
3​
Armor Factor:80
5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
8​
10​
Center Torso (rear)
5​
R/L Torso
6​
8​
R/L Torso (rear)
4​
R/L Arm
4​
6​
R/L Leg
6​
10​


Weapons
and Ammo​
LocationCriticalTonnage
Medium Laser
CT​
1​
1​
Double Heat Sink
RT​
2​
1​
LRM 5
LA​
1​
2​
LRM 5 Ammo (48)
LT​
2​
2​
CASE
LT​
1​
0.5​
Medium Laser
HD​
1​
1​
LRM 5
RA​
1​
2​
Winner is: TEAM #2

Harker: 25121 BV remaining (74.86% of 33556 initially) 326 BV fled
Nuhai: 8302 BV remaining (25.89% of 32068 initially) 194 BV fled

Key takeaways:
  • Pirates mostly avoided getting torpedoed by submarines.
  • Pirates' goal in this combat was to exit the scene with their loot before the arrival of larger Nuhai assets.
  • Nuhai's only Ettin has lost its left side in an ammunition explosion.
  • Half of Nuhai's MechWarrior Training Battalion pilots died in this battle due to utter destruction of their BattleMechs.
  • One Raven remains operable.
  • Eleven pirate BattleMechs were destroyed, but only one utterly.

Limited BattleMechs (you will have one of these, possibly):
Goblin DRG-3T (Note: This is not compact, in spite of the original plan to make it so, it went to production without that quirk solidified.)
Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 220 Light Fission
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 Medium Laser
1 Thumper
Introduction Year: 3005
Cost: 4,281,978 N-bills
Battle Value: 784


EquipmentMass
Internal Structure
Endo-Composite​
4.5​
Engine
220 Light Fission​
10.0​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Heat Sink:
10​
0​
Gyro:
3​
Cockpit:
3​
Armor Factor:
144​
8​
Internal StructureArmor Value
Head
3​
9​
Center Torso
18​
22​
Center Torso (rear)
5​
R/L Torso
13​
13​
R/L Torso (rear)
5​
R/L Arm
9​
13​
R/L Leg
13​
15​


Weapons and Ammo​
LocationCriticalTonnage
2 Jump Jet
CT​
2​
1​
Jump Jet
RT​
1​
0.5​
Thumper Ammo (40)
RT​
2​
2​
CASE
RT​
1​
0.5​
Medium Laser
LT(R)​
1​
1​
Medium Laser
LA​
1​
1​
Double Heat Sink
LA​
2​
1​
Jump Jet
LT​
1​
0.5​
Double Heat Sink
LT​
2​
1​
Thumper
RA​
15​
15​
The Goldfish production models are Low Profile and Compact.

Goldfish DRG-1GF
Mass:
55 tons
Chassis: Endo-Composite Biped
Power Plant: 275 Light
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
1 Light AC/5
1 Medium Laser
1 SRM 2
Introduction Year: 3005
Cost: 4,897,845 N-bills
Battle Value: 980

EquipmentMass
Internal Structure
Endo-Composite​
4.5​
Engine
275 Light​
12​
Walking MP:
5​
Running MP:
8​
Jumping MP:
5​
Heat Sink:
10​
0​
Gyro:
3​
Cockpit:
3​
Armor Factor:144
9​
Internal StructureArmor Value
Head
3​
9​
Center Torso
18​
27​
Center Torso (rear)
8​
R/L Torso
13​
15​
R/L Torso (rear)
7​
R/L Arm
9​
13​
R/L Leg
13​
15​
Weapons and Ammo​
LocationCriticalTonnage
Jump Jet
LL​
1​
0.5​
Jump Jet
CT​
1​
0.5​
SRM 2
CT​
1​
1​
Jump Jet
RT​
1​
0.5​
CASE
RT​
1​
0.5​
SRM 2 Ammo (50)
RT​
1​
1​
LAC/5 Ammo (20)
RT​
1​
1​
Medium Laser
LA​
1​
1​
Jump Jet
LT​
1​
0.5​
Jump Jet
RL​
1​
0.5​
Light AC/5
RA​
2​
5​
Redjack USCR-M03-N
Redjack USCR-M03-N
Mass:
55 tons
Chassis: Union Manufacturing Center 4 Redjack 3
Power Plant: Nukashuban Army-grade 165
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
1 Small Laser
2 Medium Laser
2 AC/5
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3003
Tech Rating/Availability: E/X-X-F-E
Cost: 5,049,900 C-bills

History
The -X model Redjack, or Mod 1 Redjack, was introduced in 3003 and featured industrial-grade structure. The -P model Redjack, or Mod 2 Redjack, was introduced in 3004 and featured reinforced structure. The -N model Redjack is currently (3006) under development on Nukashuba, featuring a compact fusion engine, upgraded lasers, and CASE systems.

Type: Redjack
Technology Base: Inner Sphere (Experimental)
Tonnage: 55
Battle Value: 1,110


EquipmentMass
Internal Structure
Reinforced​
11​
Engine
165 Compact​
9​
Walking MP:
3​
Running MP:
5​
Jumping MP:
3​
Heat Sink:
10​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor:120
7.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
18​
15​
Center Torso (rear)
6​
R/L Torso
13​
15​
R/L Torso (rear)
5​
R/L Arm
9​
10​
R/L Leg
13​
15​


Weapons
and Ammo​
LocationCriticalTonnage
Jump Jet
LL​
1​
0.5​
2 Heat Sink
CT​
2​
2​
Jump Jet
CT​
1​
0.5​
Small Laser
CT​
1​
0.5​
Heat Sink
RT​
1​
1​
CASE
RT​
1​
0.5​
AC/5 Ammo (20)
RT​
1​
1​
Flak AC/5 Ammo (20)
RT​
1​
1​
Medium Laser
LA​
1​
1​
AC/5
LA​
4​
8​
Heat Sink
LT​
1​
1​
Jump Jet
RL​
1​
0.5​
Medium Laser
RA​
1​
1​
AC/5
RA​
4​
8​
Mod 1 Redjack in an encounter with a Warmaster:
forums.sufficientvelocity.com

Mackie was a Maus: A BattleTech design quest Sci-Fi

Meanwhile, in Numexinova... The Numexinovan technician eyed the BattleMech cautiously. "You do know that's a Mod 1 Redjack. No ejection mechanism at all." "I'm aware of it," said the young-looking lieutenant. He'd just taken a few steps closer to the machine, and was resting one hand on the...
forums.sufficientvelocity.com

Mackie was a Maus: A BattleTech design quest Sci-Fi

Meanwhile, in Numexinova... The USNN lieutenant carefully measured out two tablespoons of chicory-blended coffee, tapping it delicately into the espresso machine on top of the minifridge in the side console of his Warmaster. Most of his peers in the academy had opted for a microwave oven, but...

A debrief after mod 2 Redjacks in action:
forums.sufficientvelocity.com

The Pan-Papolris Expedition Sci-Fi

Debriefings Former Star League barracks compound, Dorman's World Colonel Ludmilla Taylor-Smith paused for one moment to straighten her standard-issue bonnet and smooth the outer kevlar skirt of her uniform before opening the door to the briefing room. The trip down from the Phoenix had been...
A design utilizing modular weapon pods, with the Modular Weapons quirk. If selecting this option, you will have a choice of multiple configuration kits for deployment.

USNN Marauder 75 MAD-CAT
Mass:
75 tons
Chassis: Endo-Composite Biped
Power Plant: 375 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
2 Rocket Launcher 15
2 Light PPC
3 Small Laser
1 Machine Gun
Introduction Year: 3006
Cost: 7,885,938 N-bills
Battle Value: 1,320


EquipmentMass
Internal Structure
Endo-Composite​
6​
Engine
375 Fusion​
38.5​
Walking MP:
5​
Running MP:
8​
Jumping MP:
0​
Heat Sink:
11​
1​
Gyro:
4​
Cockpit:
3​
Armor Factor: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​
23​
R/L Leg
16​
17​


Weapons
and Ammo​
LocationCriticalTonnage
Machine Gun
CT​
1​
0.5​
Rocket Launcher 15
RT​
2​
1​
CASE
RT​
1​
0.5​
Half Machine Gun Ammo (100)
RT​
1​
0.5​
Small Laser
LA​
1​
0.5​
Light PPC
LA​
2​
3​
Rocket Launcher 15
LT​
2​
1​
Small Laser
LT​
1​
0.5​
Small Laser
RA​
1​
0.5​
Light PPC
RA​
2​
3​

USNN Marauder MAD-CAT
Mass:
70 tons
Chassis: Endo-Composite Biped
Power Plant: 350 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
2 Light PPC
3 Small Laser
2 Machine Gun
2 Rocket Launcher 20
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3006
Cost: 7,249,792 C-bills
Battle Value: 1,306


EquipmentMass
Internal Structure
Endo-Composite​
5.5​
Engine
350 Fusion​
29.5​
Walking MP:
5​
Running MP:
8​
Jumping MP:
0​
Heat Sink:
14​
4​
Gyro:
4​
Cockpit:
3​
Armor Factor:184
11.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
22​
33​
Center Torso (rear)
10​
R/L Torso
15​
18​
R/L Torso (rear)
8​
R/L Arm
11​
22​
R/L Leg
15​
18​


Weapons
and Ammo​
LocationCriticalTonnage
Machine Gun
CT​
1​
0.5​
CASE
RT​
1​
0.5​
Rocket Launcher 20
RT​
3​
1.5​
Machine Gun
RT​
1​
0.5​
Half Machine Gun Ammo (100)
RT​
1​
0.5​
Small Laser
LA​
1​
0.5​
Light PPC
LA​
2​
3​
Rocket Launcher 20
LT​
3​
1.5​
Small Laser
LT​
1​
0.5​
Small Laser
RA​
1​
0.5​
Light PPC
RA​
2​
3​
USNN-M05 BLR-101N Warmaster
Mass:
100 tons
Chassis: Hollis Mark X
Power Plant: VOX 340
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: StarGuard IV
Armament:
6 Small Laser
1 PPC
2 Machine Gun
1 SRM 6
Communication System: HarfordCo COM 4000
Targeting & Tracking System: HarfordCo XKZ 1
Introduction Year: 3005
Cost: 11,074,333 C-bills
Battle Value: 1,460

EquipmentMass
Internal Structure
Endo-Composite​
7.5​
Engine
400 Fusion​
52.5​
Walking MP:
4​
Running MP:
6​
Jumping MP:
0​
Heat Sink:
12​
2​
Gyro:
4​
Cockpit:
3​
Armor Factor:232
14.5​


Internal StructureArmor
Value
Head
3​
9​
Center Torso
31​
40​
Center Torso (rear)
11​
R/L Torso
21​
28​
R/L Torso (rear)
8​
R/L Arm
17​
24​
R/L Leg
21​
26​


Weapons
and Ammo​
LocationCriticalTonnage
Small Laser
LT(R)​
1​
0.5​
2 Small Laser
RT​
2​
1​
2 Machine Gun
LA​
2​
1​
Small Laser
RT(R)​
1​
0.5​
Machine Gun Ammo (200)
LT​
1​
1​
CASE
LT​
1​
0.5​
SRM 6
LT​
2​
3​
2 Small Laser
LT​
2​
1​
SRM 6 Ammo (15)
LT​
1​
1​
PPC
RA​
3​
7​
Blackjack BJ-RSU-2
Blackjack BJ-RSU-2
Mass:
90 tons
Chassis: Endo-Composite Biped
Power Plant: 360 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
4 Medium Laser
2 AC/2
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3006
Tech Rating/Availability: E/X-X-F-E
Cost: 9,797,350 C-bills

Type: Blackjack
Technology Base: Inner Sphere (Experimental)
Tonnage: 90
Battle Value: 1,297


Equipment Mass
Internal Structure
Endo-Composite​
7​
Engine
360 Fusion​
33​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Heat Sink:
15​
5​
Gyro:
4​
Cockpit:
3​
Armor Factor: 168
10.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
29​
25​
Center Torso (rear)
10​
R/L Torso
19​
20​
R/L Torso (rear)
7​
R/L Arm
15​
15​
R/L Leg
19​
20​


Weapons
and Ammo​
Location Critical Tonnage
2 Jump Jet
LL​
2​
4​
Heat Sink
CT​
1​
1​
Medium Laser
RT​
1​
1​
CASE
RT​
1​
0.5​
Flak AC/2 Ammo (45)
RT​
1​
1​
Medium Laser
LA​
1​
1​
AC/2
LA​
1​
6​
Medium Laser
LT​
1​
1​
CASE
LT​
1​
0.5​
AC/2 Ammo (45)
LT​
1​
1​
2 Jump Jet
RL​
2​
4​
Searchlight
HD​
1​
0.5​
Medium Laser
RA​
1​
1​
AC/2
RA​
1​
6​
RSU-M01 Mackie
RSU-M01 Mackie
Mass: 120 tons
Chassis: Standard Superheavy Biped
Power Plant: 360 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
1 PPC
1 AC/5
1 Large Laser
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 9,939,600 C-bills

Type: RSU-M01
Technology Base: Inner Sphere (Advanced)
Tonnage: 120
Battle Value: 1,827


Equipment Mass
Internal Structure
24​
Engine
360 Fusion​
33​
Walking MP:
3​
Running MP:
5​
Jumping MP:
0​
Heat Sink:
19​
9​
Superheavy Gyro:
8​
Superheavy Cockpit:
4​
Armor Factor: 320
20​


Internal
Structure
Armor
Value
Head
4​
12​
Center Torso
36​
57​
Center Torso (rear)
15​
R/L Torso
25​
32​
R/L Torso (rear)
10​
R/L Arm
20​
34​
R/L Leg
25​
42​


Weapons
and Ammo​
Location Critical Tonnage
Heat Sink
CT​
1​
1​
Large Laser
CT​
2​
5​
Heat Sink
RT​
1​
1​
AC/5 Ammo (40)
RT​
2​
2​
Heat Sink
LA​
1​
1​
PPC
LA​
3​
7​
Heat Sink
LT​
1​
1​
Heat Sink
RA​
1​
1​
AC/5
RA​
4​
8​
IslandMech UM-CIC-F2
IslandMech UM-CIC-F2
Mass: 40 tons
Chassis: Endo-Composite Biped
Power Plant: 200 Compact
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
1 Light AC/5
1 Medium Laser
1 Flamer
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3075
Tech Rating/Availability: E/X-X-F-E
Cost: 3,878,933 C-bills

Type: IslandMech
Technology Base: Inner Sphere (Experimental)
Tonnage: 40
Battle Value: 820


Equipment Mass
Internal Structure
Endo-Composite​
3​
Engine
200 Compact​
13​
Walking MP:
5​
Running MP:
8​
Jumping MP:
5​
Heat Sink:
10​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor: 112
7​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
12​
15​
Center Torso (rear)
8​
R/L Torso
10​
12​
R/L Torso (rear)
6​
R/L Arm
6​
10​
R/L Leg
10​
12​


Weapons
and Ammo​
Location Critical Tonnage
2 Heat Sink
CT​
2​
2​
Jump Jet
CT​
1​
0.5​
Flak LAC/5 Ammo (20)
RT​
1​
1​
2 Jump Jet
RT​
2​
1​
CASE
RT​
1​
0.5​
LAC/5 Ammo (20)
RT​
1​
1​
Medium Laser
LA​
1​
1​
Flamer
LA​
1​
1​
2 Jump Jet
LT​
2​
1​
Light AC/5
RA​
2​
5​
UrbanMech UM-CIC
UrbanMech UM-CIC
Mass: 35 tons
Chassis: Standard Biped
Power Plant: 105 Fission
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Armor: Standard
Armament:
1 Small Laser
1 AC/10
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3003
Tech Rating/Availability: E/X-F(F*)-D-D
Cost: 2,387,138 C-bills

Type: UrbanMech
Technology Base: Inner Sphere (Experimental)
Tonnage: 35
Battle Value: 567


Equipment Mass
Internal Structure
3.5​
Engine
105 Fission​
6.5​
Walking MP:
3​
Running MP:
5​
Jumping MP:
3​
Heat Sink:
5​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor: 72
4.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
11​
8​
Center Torso (rear)
3​
R/L Torso
8​
8​
R/L Torso (rear)
2​
R/L Arm
6​
8​
R/L Leg
8​
8​


Weapons
and Ammo​
Location Critical Tonnage
Jump Jet
CT​
1​
0.5​
Jump Jet
RT​
1​
0.5​
CASE
RT​
1​
0.5​
AC/10 Ammo (10)
RT​
1​
1​
Small Laser
LA​
1​
0.5​
Heat Sink
LT​
1​
1​
Jump Jet
LT​
1​
0.5​
AC/10
RA​
7​
12​

Features the following design quirks: Extended Torso Twist, Narrow/Low Profile, No/Minimal Arms
 
Last edited:
I hope we all agree that the Type 216 and Type 343 are markedly inferior to empty mech bays.

Well, I guess we could try to trade them to somebody we dislike?
 
I forgot we never got compact on the Goblin, that kinda makes it sub optimal to artillery vehicles doesn't it?
 
I forgot we never got compact on the Goblin, that kinda makes it sub optimal to artillery vehicles doesn't it?
It's still got leg move, jump move, and mech crit resistance. It's a lot more mobile than the Nukashuban artillery track, which is important for its design purpose as anti-BA close fire support.

For forming an artillery park, even if it was compact you wouldn't be able to get as many tubes per ton of bay in as 50 ton gun carrier vehicles.

(I think the Goblin was the wrong build, but what it does it does okay.)
 
Last edited:
It's still got leg move, jump move, and mech crit resistance. It's a lot more mobile than the Nukashuban artillery track, which is important for its design purpose as anti-BA close fire support.

For forming an artillery park, even if it was compact you wouldn't be able to get as many tubes per ton of bay in as 50 ton gun carrier vehicles.

(I think the Goblin was the wrong build, but what it does it does okay.)

I am guessing getting it down to 50 tons wouldn't help it compete would it. And don't forget the ultimate goal for the Goblin was a full stealth artillery unit that could take counterbattery fire. Something easily do able now given the 240 engine is only 1.5 tons heavier than the 220.

Goblin Mek
Mass: 55 tons
Chassis: Standard Biped
Power Plant: 220 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 Medium Laser
1 Thumper
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-F
Cost: 7,932,228 C-bills

Type: Goblin
Technology Base: Mixed (Experimental)
Tonnage: 55
Battle Value: 1,178


Equipment Mass
Internal Structure
5.5​
Engine
220 Fusion​
10​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Double Heat Sink:
12 [24]​
2​
Gyro:
3​
Cockpit:
3​
Armor Factor: 136
8.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
18​
19​
Center Torso (rear)
6​
R/L Torso
13​
17​
R/L Torso (rear)
4​
R/L Arm
9​
15​
R/L Leg
13​
15​


Weapons
and Ammo​
Location Critical Tonnage
Jump Jet
CT​
1​
0.5​
Null Signature System
CT/RT/LT/RA/LA/RL/LL​
1/1/1/1/1/1/1​
0​
Chameleon Light Polarization Shield
RT/LT/RA/LA/RL/LL​
1/1/1/1/1/1​
0​
Jump Jet
RT​
1​
0.5​
Thumper Ammo (40)
RT​
2​
2​
CASE
RT​
1​
0.5​
2 Double Heat Sink
RT​
4​
2​
ECM Suite
RT​
2​
1.5​
Thumper
LA​
15​
15​
2 Jump Jet
LT​
2​
1​
2 Medium Laser
RA​
2​
2​
2 Double Heat Sink
RA​
4​
 
I am guessing getting it down to 50 tons wouldn't help it compete would it. And don't forget the ultimate goal for the Goblin was a full stealth artillery unit that could take counterbattery fire. Something easily do able now given the 240 engine is only 1.5 tons heavier than the 220.

Goblin Mek
Mass: 55 tons
Chassis: Standard Biped
Power Plant: 220 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 Medium Laser
1 Thumper
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: F/X-X-X-F
Cost: 7,932,228 C-bills

Type: Goblin
Technology Base: Mixed (Experimental)
Tonnage: 55
Battle Value: 1,178


Equipment Mass
Internal Structure
5.5​
Engine
220 Fusion​
10​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Double Heat Sink:
12 [24]​
2​
Gyro:
3​
Cockpit:
3​
Armor Factor: 136
8.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
18​
19​
Center Torso (rear)
6​
R/L Torso
13​
17​
R/L Torso (rear)
4​
R/L Arm
9​
15​
R/L Leg
13​
15​


Weapons
and Ammo​
Location Critical Tonnage
Jump Jet
CT​
1​
0.5​
Null Signature System
CT/RT/LT/RA/LA/RL/LL​
1/1/1/1/1/1/1​
0​
Chameleon Light Polarization Shield
RT/LT/RA/LA/RL/LL​
1/1/1/1/1/1​
0​
Jump Jet
RT​
1​
0.5​
Thumper Ammo (40)
RT​
2​
2​
CASE
RT​
1​
0.5​
2 Double Heat Sink
RT​
4​
2​
ECM Suite
RT​
2​
1.5​
Thumper
LA​
15​
15​
2 Jump Jet
LT​
2​
1​
2 Medium Laser
RA​
2​
2​
2 Double Heat Sink
RA​
4​
I don't consider the Goblin to be the obvious heir to your stealth jump artillery designs. (Didn't those play for 5/8/5?) It was intentionally built with export-grade technology to counterweight the Valor suit, though nobody seems to have bothered to use it for that purpose. I forget whether the use of light fission instead of compact fusion was even necessary...

Going down to 50 tons would be a nice price cut, but also cost it 1.5 tons of capacity on CFE engine weights, which it can't well afford as is, and switching to standard fusion (before we can get the 200 SFE anyway) would make the re-sizing counterproductive.


EDIT: Switching to 5/8/5 with SFE costs 1 ton, but just dropping the rear laser is enough to make that break even...
 
Last edited:
I don't consider the Goblin to be the obvious heir to your stealth jump artillery designs. (Didn't those play for 5/8/5?) It was intentionally built with export-grade technology to counterweight the Valor suit, though nobody seems to have bothered to use it for that purpose. I forget whether the use of light fission instead of compact fusion was even necessary...

Going down to 50 tons would be a nice price cut, but also cost it 1.5 tons of capacity on CFE engine weights, which it can't well afford as is, and switching to standard fusion (before we can get the 200 SFE anyway) would make the re-sizing counterproductive.


EDIT: Switching to 5/8/5 with SFE costs 1 ton, but just dropping the rear laser is enough to make that break even...

The problem i ran into with 5/8/5 is that you lose to much armor, down to 7 tons which is to little to let the mech shrug off a thumper round to anywhere but he head and back. if you can get around that its better.
 
The problem i ran into with 5/8/5 is that you lose to much armor, down to 7 tons which is to little to let the mech shrug off a thumper round to anywhere but he head and back. if you can get around that its better.
Well, you can keep all 8 tons of the current Goblin's armor as I described - but it doesn't leave you elbow room for things like ECM or multiple secondary weapons. (Though I'm not sure I'd worry that much about the effect of eating a direct Thumper hit on a high-stealth platform.)

If you can't get around it, I'm tempted to go heavier - 4/6/4 gains significant payload from higher tonnage. (I still want a 75 ton chassis.) Of course, that rules out Compact.

EDIT: The other big tonnage wins of course would be an XL gyro or Light engine. But the Light engine will take a lot of progression and the XL gyro at least a bit of grind and luck.)
 
Last edited:
Well, you can keep all 8 tons of the current Goblin's armor as I described - but it doesn't leave you elbow room for things like ECM or multiple secondary weapons. (Though I'm not sure I'd worry that much about the effect of eating a direct Thumper hit on a high-stealth platform.)

If you can't get around it, I'm tempted to go heavier - 4/6/4 gains significant payload from higher tonnage. (I still want a 75 ton chassis.) Of course, that rules out Compact.

EDIT: The other big tonnage wins of course would be an XL gyro or Light engine. But the Light engine will take a lot of progression and the XL gyro at least a bit of grind and luck.)

A smaller platform is cheaper though, which is pretty important given how expensive stealth tech is, and given it runs artillery it doesn't strictly have to be the fastest thing out there, 4/6/4 is still reasonably fast and the ECMs sensor ghost effect should make it harder to identify where the unit is even if you can sense it.
 
A smaller platform is cheaper though, which is pretty important given how expensive stealth tech is, and given it runs artillery it doesn't strictly have to be the fastest thing out there, 4/6/4 is still reasonably fast and the ECMs sensor ghost effect should make it harder to identify where the unit is even if you can sense it.
I read the economic incentives exactly opposite that: stealth is an expensive fixed overhead per unit so it incentivizes leaning into that with fewer units with maximal individual capability. Trying to cut other costs on a stealth mech suffers diminishing returns.

(Also, the merit of the ECM seems to depend heavily on which rules are in play? Running the ECM might be more revealing than concealing when you're already under heavy stealth.)

(This may be the wrong thread for us to discuss Nukashuban mech engineering though...)
 
This will be relevant in a future round of voting on how to configure and fill bays. I'm not done adding to this, but I'm posting it to put it out of the queue.
PRSN-M03 / BJ-PRSN Type 216 BattleMech
Mass:
45 tons
Chassis: Industrial Industrial Biped
Power Plant: 180 Fission
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Commercial
Armament:
4 Small Laser
2 Light AC/2
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3003
Tech Rating/Availability: D/X-X-F-D
Cost: 2,549,294 C-bills
Battle Value: 473


EquipmentMass
Internal Structure
Industrial​
9​
Engine
180 Fission​
12.5​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Heat Sink:
5​
0​
Gyro:
2​
Cockpit:
3​
Armor Factor (Commercial):
132​
5.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
14​
18​
Center Torso (rear)
9​
R/L Torso
11​
15​
R/L Torso (rear)
6​
R/L Arm
7​
12​
R/L Leg
11​
15​


Weapons
and Ammo​
LocationCriticalTonnage
2 Jump Jet
LL​
2​
1​
LAC/2 Ammo (45)
CT​
1​
1​
Small Laser
RT​
1​
0.5​
Light AC/2
LA​
1​
4​
Small Laser
LA​
1​
0.5​
Small Laser
LT​
1​
0.5​
2 Jump Jet
RL​
2​
1​
Light AC/2
RA​
1​
4​
Small Laser
RA​
1​
0.5​
Type 343 CP-00-PRSN
Weight
: 90 tons
BV: 1,046
Cost: 4,356,378 N-bills
Movement: 3/5
Engine: 270 Fission
BAR Rating : 5
Heat Sinks: 11
Gyro: Standard Gyro
Internal: 138 Industrial
Armor: 276/279 Commercial


Internal​
Armor​
Head​
3​
9​
Center Torso​
29​
42​
Center Torso (rear)​
15​
Right Torso​
19​
28​
Right Torso (rear)​
10​
Left Torso​
19​
28​
Left Torso (rear)​
10​
Right Arm​
15​
29​
Left Arm​
15​
29​
Right Leg​
19​
38​
Left Leg​
19​
38​


Weapons​
Loc​
Heat​
Medium Laser​
LA​
3​
Medium Laser​
RA​
3​
LRM 10​
LT​
4​
AC/10​
RT​
3​
Medium Laser​
CT​
3​
Medium Laser​
CT​
3​


Ammo​
Loc​
Shots​
LRM 10 Ammo​
LT​
12​
AC/10 Ammo​
RT​
10​


Overview: Nominally priced at a mere 4,356,378 N-bills, the People's Republic of South Nudezret's Type 343 is advertised to match closely the capabilities of the premium Nukashuban BattleMech, the Ettin, at a fraction of the price - even with shipping, insurance, warranty, and training charges added. Production is limited in rate by the difficulty in getting 270 rated fission engines imported from Nukashuba, as the shipping industry continues to struggle.
Goblin DRG-3T (Note: This is not compact, in spite of the original plan to make it so, it went to production without that quirk solidified.)
Mass: 55 tons
Chassis: Endo-Composite Biped
Power Plant: 220 Light Fission
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
2 Medium Laser
1 Thumper
Introduction Year: 3005
Cost: 4,281,978 N-bills
Battle Value: 784


EquipmentMass
Internal Structure
Endo-Composite​
4.5​
Engine
220 Light Fission​
10.0​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Heat Sink:
10​
0​
Gyro:
3​
Cockpit:
3​
Armor Factor:
144​
8​
Internal StructureArmor Value
Head
3​
9​
Center Torso
18​
22​
Center Torso (rear)
5​
R/L Torso
13​
13​
R/L Torso (rear)
5​
R/L Arm
9​
13​
R/L Leg
13​
15​


Weapons and Ammo​
LocationCriticalTonnage
2 Jump Jet
CT​
2​
1​
Jump Jet
RT​
1​
0.5​
Thumper Ammo (40)
RT​
2​
2​
CASE
RT​
1​
0.5​
Medium Laser
LT(R)​
1​
1​
Medium Laser
LA​
1​
1​
Double Heat Sink
LA​
2​
1​
Jump Jet
LT​
1​
0.5​
Double Heat Sink
LT​
2​
1​
Thumper
RA​
15​
15​
The Goldfish production models are Low Profile and Compact.

Goldfish DRG-1GF
Mass:
55 tons
Chassis: Endo-Composite Biped
Power Plant: 275 Light
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Armor: Standard
Armament:
1 Light AC/5
1 Medium Laser
1 SRM 2
Introduction Year: 3005
Cost: 4,897,845 N-bills
Battle Value: 980

EquipmentMass
Internal Structure
Endo-Composite​
4.5​
Engine
275 Light​
12​
Walking MP:
5​
Running MP:
8​
Jumping MP:
5​
Heat Sink:
10​
0​
Gyro:
3​
Cockpit:
3​
Armor Factor:144
9​
Internal StructureArmor Value
Head
3​
9​
Center Torso
18​
27​
Center Torso (rear)
8​
R/L Torso
13​
15​
R/L Torso (rear)
7​
R/L Arm
9​
13​
R/L Leg
13​
15​
Weapons and Ammo​
LocationCriticalTonnage
Jump Jet
LL​
1​
0.5​
Jump Jet
CT​
1​
0.5​
SRM 2
CT​
1​
1​
Jump Jet
RT​
1​
0.5​
CASE
RT​
1​
0.5​
SRM 2 Ammo (50)
RT​
1​
1​
LAC/5 Ammo (20)
RT​
1​
1​
Medium Laser
LA​
1​
1​
Jump Jet
LT​
1​
0.5​
Jump Jet
RL​
1​
0.5​
Light AC/5
RA​
2​
5​
I'd briefly forgotten how much I hate the PRSN. Thank you for the reminder.
 
First Line Force
Scheduled vote count started by tomwritestuff on Jan 10, 2023 at 1:34 AM, finished with 59 posts and 6 votes.

  • [X] First Line Force
    [X] The Other Commodore
    -[x] [Leader] Old Student (Heretic's Thumb, has experience commanding a Hefustian task group in roles that interact with off-world military and civilian personnel.)
    -[x] The Divine Bench
    -[x] Most qualified crew.
    [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.
    [X] First Line Force
    -[x] [Leader] New Student (Male, Heretic Thumb, went partway through marine training before being selected for the officer track, sore about not being at the right time to be part of the training flight that fought off the pirates either as a pilot or a marine to secure the prize)
    -[x] The Divine Bench
    -[x] Most qualified crew.
 
Prologue (2/3)
Preparing the exploration crew and vessels


A ding and a soft thud announced the arrival of mail through the pneumatic tube. Captain Henry Harrison's spirits immediately lifted. He'd only put in his application for leave three days ago, and he figured it would take at least a week for it to process. He'd been worried, too; Julia's tickets were for a departure in only ten days. He'd been looking forward to catching up with his newly-divorced high school friend, and she sounded like she was looking forward to catching up with him, too.

Eagerly, he pulled the message out of the tube, unfurling it to read. His brow furrowed as he failed to find the words he'd expected to find.

There must be some mistake. He wasn't on the senior side of the captain's list, and his command of the Fourth Seraphs had been fairly uneventful. Frustratingly so - the Second Seraphs had distinguished themselves in the Battle of Angel's Wing, as it was now being called, and the First Seraphs along with a few members of the Third Seraphs had distinguished themselves under Commodore Hale's command in the Pan-Papolris Expedition. His record as squadron commander was unblemished, but it was also brief.

Why was he being bumped to acting commodore? Was the Hefustian Navy reorganizing its fighter command structure on some fundamental level? The new light starfighters concentrated an incredible amount of firepower in the hands of a smaller number of pilots. A squadron of eight Seraphs required only eight pilots, rather than the twenty-four crew members of a squadron of six of a squadron of heavy starfighters. A standard commodore's billet was a full integrated task group: One Anvil class carrier and its two attendant squadrons of starfighters, one Hammer class destroyer, and two Tongs class corvettes.

Henry Harrison, known to his classmates as the Stainless Steel Spider, had set the curve on every test in Commodore Hale's tactics classes. He could figure out that Acting Special Senior Commodore implied that he was being bumped not only to command over senior captains further up the list, but that he needed to outrank at least one commodore. His mental gears clicked. "Holy snit," he breathed. "I'm leaving Papolris."

He looked around his tiny apartment furtively, worrying for a moment that somehow, his thirty-decibel exclamation of what had to be a top secret fact was detected.

***​

"Why aren't you surprised?" The fleet admiral looked up at Henry, squinting fiercely. "Did Commodore Hale tip you off? I'll tear that old rascal a new one for breaching protocol..."

"No, sir, I haven't heard from him since I graduated the special tactics course. It just seemed obvious," Henry said. "Brevet to special senior commodore implies that I will command something more significant than an ordinary task group. The only distinctions I have over the numerous other captains on the list is the fact that I am both neurohelmet-certified and was the only student in my entire cohort of neurohelmet-certified officers to achieve a score over eighty-three percent on Commodore Hale's final exam in his tactics course."

The fleet admiral scowled. "So?"

"So, sir, the Obelisk cannot stay in Papolris. The greater powers of this system will not permit Hefusts to retain such a prize. Secondarily, it is strategically critical that we find out more about the Inner Sphere. The limited information distributed widely within the officer corps indicates that the Nukashubans have either made significant errors or are holding back on us. This means an expedition is essential." Henry paused, waiting to see if the admiral would confirm or deny his reasoning.

The fleet admiral remained silent, motioning for Henry to continue.

"We do know that the Inner Sphere has a semi-feudal social structure in which the noble social class is marked by neurohelmet compatibility and inheritance of BattleMechs. In order to make diplomatic contact, it is therefore helpful if at least one senior officer on the expedition has the ability to command respect in this particular feudal order by piloting a BattleMech." Henry paused. "This does not include any flag rank officers other than Rear Admiral Henderson, and he is a pure technical-track officer, not a field commander. He's also too essential to risk on this kind of mission, sir."

The fleet admiral frowned. "Does anyone else know?"

"No, sir. I did tell an old high school friend I wouldn't be able to go on a cruise with her, but I didn't tell her why," said Henry. "So, which foreign power have we been secretly negotiating with, sir? And how many BattleMechs are we really intending to bring?"

The fleet admiral glared. "Look, Hefusts simply cannot afford to make an investment in BattleMech production," he said, then checked himself. "Clifford was right, you are frighteningly sharp. So, how about you tell me the pros and cons."

"Well, sir, if I had to guess, I'd guess that we started working with the USNN on BattleMech development more than a year ago, but that's just a guess," Henry said. "I don't actually know, but if we're considering expeditions to the Inner Sphere, we're probably considering the ability to project ground force. Politics isn't my expertise, sir, we could be working with the Nukashubans or any of the five largest nations on Nudezret to deal with the gap in our production capabilities."

You have three decisions to make. Please vote using [category] brackets on the baseline in order to let the automatic counter pick up on the [category], as these decisions are independent.

[Skills] [] (write-in skill priorities. You have a total of six emphasized skills. By the previous vote, which establishes that you are a former marine as well as a former recent stand-out student of Hale's, this includes Piloting: ASF, Piloting: BattleMech, Gunnery, Small Arms, and Tactics, meaning you have one final skill priority to select.)

[Configuration] [] (default) The Suzerain has capacity for 36 BattleMechs and 6 ASFs; the Divine Bench has capacity for 8 BattleMechs and 8 ASFs; the Obelisk has capacity for 6 small craft and two cargo bays of ~700 tons.

[Configuration] [] (write-in alternative configuration - you may choose Cargo, ASF, BattleMech, Small Craft, or C&C Equipment. Existing bays can be partially split between internal cargo, passenger space, C&C equipment, and at most one deployable bay type. Note Small Craft bays may also accommodate ASFs.)

[] [Partnership] The Hefustian government has taken stock of its BattleMechs, and embarked on a secret joint project with a Nudzretian partner to produce close copies of one of the BattleMechs it has received using Hefustian technological expertise and Nudezretian industrial capacity. This arrangement has been secret. Choose a BattleMech and a Nudezretian partner.
-[] BNC-3E Banshee
-[] SHD-2H Shadowhawk
-[] TBT-5N Trebuchet
-[] WTH-1S Whitworth
-[] CLNT-2-3T Clint
-[] Confederacy of Independent Cities
-[] People's Republic of South Nudzeret
-[] Ribbon Sea Union
-[] Union of Christian Socialist Republics
-[] United States of North Nudzeret

[] [Partnership] The Hefustian government has made arrangements with the Nukashuban government to rush the import of ten less-popular export-grade BattleMechs in exchange for committing to bringing twenty Nukashuban spies passengers along on the expedition.
-[] Goblin
-[] Goldfish
-[] RSU Blackjack (upgrade)
-[] IslandMech II
-[] Type 216b

[] [Partnership] The USNN's information on the Marauder was not, in fact, a USNN intelligence coup, but the result of behind the scenes negotiation between the two powers. You have ten Marauder-Catapults upgraded to Hefustian standards.

[] [Partnership] In exchange for signing on to sanctions against the UCSR and East Numexinova, Hefusts has received ten Warmasters and upgraded them to Hefustian standards.

[] [Partnership] In exchange for recognizing the East Numexinovan government as the legitimate government of Numexinova, Hefusts has priority access to the Redjack. You have ten of the latest model Redjacks upgraded to Hefustian standards.

[] [Partnership] In exchange for promised transfer of technological expertise to the PRSN enabling their successful domestic production of a certain Nukashuban export-grade BattleMech, Hefusts has acquired ten Nukashuban-produced BattleMechs from the PRSN:
-[] Export model Goldfish
-[] Type 216b

[] [Partnership] In exchange for Hefustian light starfighters (to be delivered later), the CIC has agreed to supply ten of the most recent model of one of its best BattleMechs.
-[] IslandMech
-[] UrbanMech

[] [Partnership] In exchange for agreeing to join a thorium embargo on Cretu designed to pressure the independent island nation into joining the RSU, Hefusts has received ten of the RSU's finest BattleMechs.
-[] Mackie (120t superheavy version)
-[] RSU Blackjack
 
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...And there's the reason i wanted to burn favor to engage with the Hefustians, if we don't engage with them they will engage and possibly have engaged with the Nudzretians. Either in secret or in public, we might get to control this particular instance, but we have no idea what they are doing outside of this. As such it really behooves us to pull the Hefustian's back into our sphere, or at the very least not let them fall into the sphere of one of the Nudzretian factions. The Hefustians are clearly not sitting around with the their thumbs up their asses while we sit and horde favor.
 
I wanted to use Favour to improve our Training and Recruitment.

in terms of Deals behind the scenes though, rather conflicted as we have to weigh benefit of the Mech's against politics.
 
I wanted to use Favour to improve our Training and Recruitment.

in terms of Deals behind the scenes though, rather conflicted as we have to weigh benefit of the Mech's against politics.

Training and recruitment can be done via public joint exercises with another faction. And like i have repeatedly stated i suspect we can get a joint research project with the Hefustians if we help them with their production woes.

I get the idea that people want to build ourselves up sure, but the problem here is that there are two factions floating in the wind right now that have needs they cannot meet themselves. This means they are either going to go to the Nudzretians or us, and given the systems history and our factions reputation they are more inclined to go to the Nudzretians barring us reaching out to them. Like seriously, all of our efforts to contain the Nudzretians? that goes out the window if the Hefustian's decides they, say, really need the ability to make Commando's (or pick a light mech with a sub 360FE) and decides to work with the USNN on that. Same thing if the Nuhaians decide to do the same thing for one reason or another.
 
Uh. Based on that chapter I'm not sure not picking something equivalent to intelligence analysis is viable!

For loading, my thoughts are:
Keep the Divine Bench space-bound, swapping the mech bay for old-style fighters. Cut a third off the mech bay in the Suzerain in favor of cargo space and a command center. That leaves us needing 14 ASF and 24 (bays worth of) mechs, which we can probably scrape together without entirely emptying the stockpiles.


For partnerships, there's lots of options I wouldn't mind too much.

For the copy option, we could deal with the CIC if we want. And while the Banshee is a pretty poor use of its tonnage and sticker price it's still quite scary to meet a formation full of them.

My split loyalties mean I don't mind the Nukashuban spies too much, and 10 Goldfish wouldn't be too bad. The biggest problem might be that they only fill 5 mech bays. Or 216bs are on the slower side but they do pour on some firepower. (I wouldn't go for Islandmechs, the Goldfish just has basically the same but more. The 'blackjacks' are huge but have capabilities more befitting their namesake, probably not the best to bring to a fight.)

The PRSN is awful. If we don't think that giving them a leg up (...possibly with working on a better Ettin knockoff...) is too unthinkable, though, that's another way to get Goldfish.

Don't like:

Warmasters are pretty okay but I don't want to support USNN's war to get them.

I mind supporting USCR a little less but Redjacks are seriously inadequate machines by the standards in the IS.

Giving the CIC some ASF wouldn't bug me too much but their domestic mechs are definitely weaker than the Nukashuban-built options.

Mixed feelings about bullying Cretu, but I don't want the unupgraded RSU blackjacks for sure. And while we may have a lot of bays on our hands, 20 bays worth of oversized Mackies could be considered an overcorrection. Though they'd certainly make some kind of an impression.

Point and laugh:
They have some interesting technology and would make the Wolf Dragoons absolutely flip out, but the Marauder-Catapult models aren't good. Also, freaking out the Dragoons is funny, but not helpful.
...And there's the reason i wanted to burn favor to engage with the Hefustians, if we don't engage with them they will engage and possibly have engaged with the Nudzretians. Either in secret or in public, we might get to control this particular instance, but we have no idea what they are doing outside of this. As such it really behooves us to pull the Hefustian's back into our sphere, or at the very least not let them fall into the sphere of one of the Nudzretian factions. The Hefustians are clearly not sitting around with the their thumbs up their asses while we sit and horde favor.
I'm curious why you think it would be so easy to make Hefusts give up their independence... and do so backwards in time. (Interestingly, I think our new Commodore might have things backwards...Nukashuba would rather have the Obelisk but specifically wrote off the option of trying to claim it in the Expedition epilogue, and they might go a long way to keep anybody else in system from taking it off the Hefustians!)

Also, I would note that the Hefustians were specifically not in the market when we were shopping around the export Ettin. They seem to have subsequently decided that mechs are, after all, important...
 
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I'm curious why you think it would be so easy to make Hefusts give up their independence... and do so backwards in time. (Interestingly, I think our new Commodore might have things backwards...Nukashuba would rather have the Obelisk but specifically wrote off the option of trying to claim it in the Expedition epilogue, and they might go a long way to keep anybody else in system from taking it off the Hefustians!)

Also, I would note that the Hefustians were specifically not in the market when we were shopping around the export Ettin. They seem to have subsequently decided that mechs are, after all, important...

Because given the current situation, its not a question on if they enter another factions sphere of influence, but who's. The previous status quo where they could sit on the sidelines has been broken, they have to much IS materials that people want access to, to much of a need to build up their military power, and to little industry to any of the former. To the ends of getting access to production capacity they have to work with another faction (that isn't Nuhai) and any faction that they choose is going to leverage that to their advantage. They just don't have the capacity to do otherwise, so offering a velvet glove rather than a mailed fist is to our advantage. Especially given they are wary of our faction given we are the ascendant one right now.

And no i am pretty sure they want to claim the Obelisk, they just believe that the other factions would force them to give it up if they keep it in system. Ergo they are not keeping it in system.
 
I'm not sure about what partnership/battlemechs we want to look into getting, but something that involves staying out of the current ongoing civil war sounds like the best move for Helfust. Perhaps something with some of the more minor nations? They're pretty minor themselves I think so backing a losing side would be crippling if it escalated.

As for skills, I kind of want like Negotiation or Diplomacy. He might be a ASF jock, but a silver tongue is good for a fast-promoted guy.
But yea, after that analysis he's kind of a shoe-in for an intel man. I don't know what that would even be for a skill. Command: Admin?

And on a completely different note, Palporis really needs something like a UN to at least present a joint fleet against invaders. Like, we had the expedition, but that was specifically a one-off thing, and our semi-success seemed more in spite of our cooperation rather than because of it.
 
Because given the current situation, its not a question on if they enter another factions sphere of influence, but who's. The previous status quo where they could sit on the sidelines has been broken, they have to much IS materials that people want access to, to much of a need to build up their military power, and to little industry to any of the former. To the ends of getting access to production capacity they have to work with another faction (that isn't Nuhai) and any faction that they choose is going to leverage that to their advantage. They just don't have the capacity to do otherwise, so offering a velvet glove rather than a mailed fist is to our advantage. Especially given they are wary of our faction given we are the ascendant one right now.
Not really, no. They might need battlemechs, but they don't have to pick just one foreign industrial power to tie themselves to. None of the Nudezret powers appear to require exclusivity. The CIC in particular is hard to see as more than a peer.

...Heck, they could even try for an out-of-system supplier, though the IS is not really a buyer's market for Battlemechs.
And no i am pretty sure they want to claim the Obelisk, they just believe that the other factions would force them to give it up if they keep it in system. Ergo they are not keeping it in system.
...What? There's no possible referent for "they" that makes this work. The Hefustians have the Obelisk, no further claiming required, and (if we assume the new Commodore's read is the same as the government's) are getting it where it can't be stolen by the neighbors. The people I said have written off claiming the Obelisk are the Nukashubans, which they textually did (not enthusiastically, but they did do it), but the rest of the paragraph makes no sense applied to Nukashuba.
 
Mixed feelings about bullying Cretu, but I don't want the unupgraded RSU blackjacks for sure. And while we may have a lot of bays on our hands, 20 bays worth of oversized Mackies could be considered an overcorrection. Though they'd certainly make some kind of an impression.
To clarify, for any of the options involving an existing BattleMech, you'll be getting the latest available production model as of launch, and then upgrading it with Hefustian technology en route using refit kits put together on Hefusts. This generally means applying stealth armor, double heat sinks, CASE if it isn't present, and rejiggering the cockpit for Hefustian ergonomics. So, for example, the RSU Blackjack would look like this in Hefustian hands:
Blackjack BJ-RSU-3
Mass: 90 tons
Chassis: Endo-Composite Biped
Power Plant: 360 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Stealth
Armament:
4 Medium Laser
2 AC/2
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3007
Tech Rating/Availability: E/X-X-F-E
Cost: 11,112,150 C-bills

Type: Blackjack
Technology Base: Inner Sphere (Experimental)
Tonnage: 90
Battle Value: 1,517


Equipment Mass
Internal Structure
Endo-Composite​
7​
Engine
360 Fusion​
33​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Double Heat Sink:
14 [28]​
4​
Gyro:
4​
Cockpit:
3​
Armor Factor (Stealth): 168
10.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
29​
25​
Center Torso (rear)
10​
R/L Torso
19​
20​
R/L Torso (rear)
7​
R/L Arm
15​
15​
R/L Leg
19​
20​


Weapons
and Ammo​
Location Critical Tonnage
ECM Suite
CT​
2​
1.5​
Medium Laser
RT​
1​
1​
2 Jump Jet
RT​
2​
4​
CASE
RT​
1​
0.5​
Flak AC/2 Ammo (45)
RT​
1​
1​
Medium Laser
LA​
1​
1​
AC/2
LA​
1​
6​
Medium Laser
LT​
1​
1​
2 Jump Jet
LT​
2​
4​
CASE
LT​
1​
0.5​
AC/2 Ammo (45)
LT​
1​
1​
Medium Laser
RA​
1​
1​
AC/2
RA​
1​
6​
 
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90 tons. 2 ac2s and 4 medium lasers. Never have I see something so large, yet so pathetically undergunned.
Stealth armor's…something, but dear god is that heat-sunk to high hell and back.

They're not even AC5s, on a 90-tonner for Blake's sake
 
To clarify, for any of the options involving an existing BattleMech, you'll be getting the latest available production model as of launch, and then upgrading it with Hefustian technology en route using refit kits put together on Hefusts. This generally means applying stealth armor, double heat sinks, CASE if it isn't present, and rejiggering the cockpit for Hefustian ergonomics. So, for example, the RSU Blackjack would look like this in Hefustian hands:
Blackjack BJ-RSU-3
Mass:
90 tons
Chassis: Endo-Composite Biped
Power Plant: 360 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Stealth
Armament:
4 Medium Laser
2 AC/2
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3007
Tech Rating/Availability: E/X-X-F-E
Cost: 11,112,150 C-bills

Type: Blackjack
Technology Base: Inner Sphere (Experimental)
Tonnage: 90
Battle Value: 1,517


Equipment Mass
Internal Structure
Endo-Composite​
7​
Engine
360 Fusion​
33​
Walking MP:
4​
Running MP:
6​
Jumping MP:
4​
Double Heat Sink:
14 [28]​
4​
Gyro:
4​
Cockpit:
3​
Armor Factor (Stealth): 168
10.5​


Internal
Structure
Armor
Value
Head
3​
9​
Center Torso
29​
25​
Center Torso (rear)
10​
R/L Torso
19​
20​
R/L Torso (rear)
7​
R/L Arm
15​
15​
R/L Leg
19​
20​


Weapons
and Ammo​
Location Critical Tonnage
ECM Suite
CT​
2​
1.5​
Medium Laser
RT​
1​
1​
2 Jump Jet
RT​
2​
4​
CASE
RT​
1​
0.5​
Flak AC/2 Ammo (45)
RT​
1​
1​
Medium Laser
LA​
1​
1​
AC/2
LA​
1​
6​
Medium Laser
LT​
1​
1​
2 Jump Jet
LT​
2​
4​
CASE
LT​
1​
0.5​
AC/2 Ammo (45)
LT​
1​
1​
Medium Laser
RA​
1​
1​
AC/2
RA​
1​
6​
That is better. Seems like a situation that favors heavy mechs with energy batteries so that we can salvage tonnage from the heat sinks. The LAC/5 mechs would be harder to fit the ECM into.
90 tons. 2 ac2s and 4 medium lasers. Never have I see something so large, yet so pathetically undergunned.
Stealth armor's…something, but dear god is that heat-sunk to high hell and back.

They're not even AC5s, on a 90-tonner for Blake's sake
I've noted before, there's a clear thread in Nudezret mech design of taking one of the known IS models, scaling it up until it fits an engine they can provide, and going from there.

Scaling a Blackjack to 90 tons is a terrible thing to do, but when all you've got is a 360 SFE it must be said good options are somewhat limited. (Do note that it's a 90 ton 4/6/4 mech. That's a very, very bad balance point.)


EDIT2: CIC-fabricated, Hefusts-upgraded Banshees are sounding pretty good TBH. Banshees with stealth armor: you don't want to have a sniper duel with them, but if you close up to counter their advantage at range they kick you over the horizon. Sadly they'll probably stick with the standard structure, but still.
 
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How many marines can the Obelisk transport? Either way, its cargo bays need to stay cargo bays. Mainly to serve as the logistical hub of the task force for essentials such as food.

Similar, the Divine Bench should probably trade four Mech cubicles for storage space. It's a carrier, and if we need a ground force we already have an Overlord.
 
How many marines can the Obelisk transport? Either way, its cargo bays need to stay cargo bays. Mainly to serve as the logistical hub of the task force for essentials such as food.

Similar, the Divine Bench should probably trade four Mech cubicles for storage space. It's a carrier, and if we need a ground force we already have an Overlord.
In its standard configuration, it has 30 crew... and no space for passengers or marines. The Suzerain similarly has by default no space for marines or passengers.

The Mallet and Divine Bench each have berths for 12 marines or passengers. If you want marines and passengers ... okay, I've added passenger space to the list of things you might want to burn some bay space to obtain, and that might be a good idea for personnel redundancy or for additional marines if you want to bring more than 24 total.
 
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