The Great Creations of CGB
Kingfisher OmniMech
Mass: 90 Tons |
Chassis: Endo Steel |
Power Plant: 360 Standard |
Cruising Speed: 43.2 kph |
Maximum Speed: 64.8 kph |
Jump Jets: None |
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Armor: Ferro-Fibrous |
Armament: |
24 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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Though not built for great speed, the Kingfisher has the stamina to stick with other assault 'Mechs and slug it out toe to toe. Designed to seize the high ground and hold it, the Kingfisher is a welcome addition to Clan assault units.
The Kingfisher is one of the few OmniMechs not built around an XL engine, which makes it something of an oddity among Clan machines. The standard engine, though heavy, still leaves a lot of room in this giant 'Mech for a wide range of weapons, and the lower engine cost often gives unit commanders the opportunity to bid the 'Mech into forces where they might have to bargain away a more conventional assault 'Mech. The remainder of the Kingfisher's design follows standard Clan patterns. The ferro-fibrous armor provides more than fourteen tons of protection, and the double heat sinks combat the cooling problems caused by the wide range of weapons that are carried in all configurations.
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Capabilities: |
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Each of the five known Kingfisher configurations centers on a single heavy weapon or a matched pair of lighter weapons. All weapons configurations are designed to meet a wide range of tactical considerations with a good mix of long- and short-range capability. Standard practice calls for the Kingfisher to close with its opponents as quickly as possible, bringing as many weapons to bear as it can. Pilots who prefer the 'Mech's primary configuration, however, have the luxury of delaying their rush until they have softened up their opponents with the firepower of their large lasers and LRMs.
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Deployment: |
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The five Kingfisher configurations seen at the Battle of Tukayyid appeared among the Ghost Bear forces in the fighting at Spanac and Luk and among the Smoke Jaguars in the Dinju Mountains and Racice Delta. Though not as common as the Executioner or Warhawk, the Kingfisher often fights in the company of those OmniMechs. |
Fire Moth OmniMech
Mass: 20 Tons |
Chassis: Endo Steel |
Power Plant: 200 XL |
Cruising Speed: 108 kph |
Maximum Speed: 162 kph - 216 kph (MASC) |
Jump Jets: None |
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Armor: Ferro-Fibrous |
Armament: |
6.5 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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Code-named the Dasher by the Royal KungsArmé because of its incredible bursts of speed, the Fire Moth is unlike any 'Mech ever produced in the Inner Sphere, during the Star League era or since. It carries a load of weapons that is ample for a light 'Mech produced in the Inner Sphere, despite being smaller than any other Clan 'Mech yet seen in the field. An excellent reconnaissance 'Mech because of its quick pace, the Fire Moth can get out of a tight spot by engaging its Myomer Accelerator Signal Circuitry. Its armor is thin, but the Fire Moth is so fast that it is difficult to hit.
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Capabilities: |
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In its primary configuration, the Fire Moth can give a good account of itself against light 'Mechs of the Inner Sphere. Its exceptional speed allows it to get into close range regardless of its opponent's actions, and use its short-range missiles and medium lasers to good effect. If facing a larger enemy, the Fire Moth simply retreats to friendly lines, leaving its foe far behind. Another popular tactic is for the Fire Moth to race to the enemy's rear, cutting down opposing 'Mechs before they can respond. This has worked out badly on occasion, primarily because of the Rasalhagian practice of forming lances into a column. On several occasions, a Fire Moth has sped around a light 'Mech, only to be cut down by a medium 'Mech following several hundred meters behind.
Alternate Configuration A has been seen only on rare occasions, but has been used to devastating effect. This configuration uses its Beagle active probe to locate hidden enemy positions and its target-acquisition gear to rain down flights of Arrow IV missiles from other members of its Cluster many kilometers away. It uses its Streak short-range missiles and anti-missile system to hold its place on the battlefield for as long as possible, then returns to the supporting 'Mechs in its unit with amazing speed.
Using its Guardian electronic countermeasures to protect its Starmates, a Fire Moth equipped with Alternate Configuration B leads a force into an enemy city or other built-up area where hostilities are expected. Its medium pulse lasers and machine gun can swiftly destroy enemy infantry, and the A-pod helps keep sappers off the 'Mech's legs.
In Alternate Configuration C, the Fire Moth performs long-range fire support, a role for which it is not particularly well-suited. Though it carries double LRM-5 launchers and an anti-missile system to protect itself from return fire, it cannot carry nearly as many weapons as other Clan designs. However, no 'Mech can fall back to a new position as quickly as the Fire Moth.
When the Clans expect to mix it up with other 'Mechs and have no other concern, they equip the Fire Moth with Alternate Configuration D. Though this variant occasionally has a problem with heat build-up, it can deliver an accurate and deadly hail of laser fire at opposing 'Mechs. |
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Deployment: |
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The Fire Moth is one of the less common Clan designs, not in general use because of the specialized roles it plays. It is seen most frequently among the forces of Clan Ghost Bear, who favor it over other reconnaissance 'Mechs. |
Viper OmniMech
Mass: 40 Tons |
Chassis: Endo Steel |
Power Plant: 320 XL |
Cruising Speed: 86.4 kph |
Maximum Speed: 129.6 |
Jump Jets: 8 |
Jump Capacity: 120 meters | |
Armor: Ferro-Fibrous |
Armament: |
8.5 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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Earning its name from its erratic and swift movement, and also from its relative lack of firepower compared to other Clan 'Mechs, the Viper is no less a nuisance to the Inner Sphere than its more powerful brethren. It has solid armor protection, double heat sinks, and excellent speed and jumping ability. With any of its weapon arrangements, the Viper can cause trouble for an enemy and then leave the field to fight another day. |
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Capabilities: |
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In its standard configuration, the Viper appears to try to accomplish too much with too little capacity. Mounting short-range missiles and medium pulse lasers as its main weapons, this version of the Viper lacks the range advantage of most Clan 'Mechs. Though its speed and maneuverability can get the Viper into close range quickly, its armor and armament are insufficient to fight pitched battles with other medium 'Mechs.
Alternate Configuration A makes the Viper better equipped to slug it out at close range. The Artemis IV fire control system increases the effectiveness of the 'Mech's enlarged short-range missile rack. The suite of five medium lasers also enhances the Viper's firepower, and the double heat sinks dissipate their heat quickly.
Alternate Configuration B is rare, and its surprise value helps compensate for its inherent weaknesses. Its clout is concentrated in the extended-range particle projection cannon mounted on the left arm, with just enough pod space left for two small pulse lasers. This weapons mix, like that of Alternate Configuration A, puts the Viper's double heat sinks to the test.
Used exclusively in urban actions, Configuration C of the Viper boasts a host of anti-personnel weapons. The paired machine guns in the left torso are linked to the triple mount in the right torso, firing simultaneously or independently and sharing the same ammunition supplies. The three flamers can root out whatever hidden enemies the Viper's Beagle active probe turns up. Two extended-range medium lasers in the left arm round out the weapons array.
Another general-purpose configuration apparently preferred by some Clan MechWarriors is the D variant. It offers excellent striking power and efficient ammunition use with a Streak SRM-6 in its left arm and a pair of medium lasers in its right arm. The small long-range missile launcher in the right torso allows the 'Mech to announce its presence, and the small laser in the left torso provides extra firepower at close range. |
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Deployment: |
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The Viper is in common use only among the Ghost Bears. That Clan's preference for this comparatively weak design may be partly responsible for their relative lack of success compared to the other Clans. As a specialty 'Mech, however, the Viper has its uses; the Ghost Bears' only mistake is overusing a 'Mech that is better suited for specialized roles and missions. |
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Mad Dog OmniMech
Mass: 60 Tons |
Chassis: Standard |
Power Plant: 300 XL |
Cruising Speed: 54 kph |
Maximum Speed: 86.4 kph |
Jump Jets: None |
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Armor: Ferro-Fibrous |
Armament: |
28 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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With its hunched shoulders and protruding head, the Mad Dog resembles a vulture, for which it was named by the Inner Sphere. Tagged the Vulture by MechWarriors in the Free Rasalhague Republic and in the Draconis Combine, this 'Mech also has bird-like legs that enhance the comparison. The huge twin missile racks on its shoulders give the 'Mech its hunched look, but its overall appearance changes very little when other weapons pods are installed. |
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Capabilities: |
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In its primary configuration, the Mad Dog serves mostly as a fire-support 'Mech. Many Inner Sphere MechWarriors have commented on the sense of foreboding they felt at seeing a Mad Dog perched on a ridge, firing its missiles on the raging battle below as if waiting for its victims to die before swooping down for the carrion. The Mad Dog's twin LRM-20 racks can certainly hasten an enemy's death, and it frequently uses its laser weapons to administer the coup de grace to wounded foes.
Alternate Configuration A looks similar to the primary model, but is different in function. Three SRM-6 launchers replace the LRM racks on each shoulder, giving this version of the Mad Dog immense firepower at short range. The autocannon and PPC in the arms keep the enemy busy until this Mad Dog can bring its missiles to bear.
A hybrid between the first two configurations, Alternate Configuration B incorporates several refinements, including Streak technology for its two SRM-6 racks and an Artemis IV fire control system for its single LRM-20. This variant also carries three medium pulse lasers in its right arm and two extended-range large lasers in its left arm.
Alternate Configuration C of the Mad Dog was so different in appearance from its counterparts that Inner Sphere MechWarriors originally thought it was a separate 'Mech as it did not even remotely resemble a vulture. In place of missile racks and lasers, the Mad Dog D carries two powerful Gauss rifles. So bulky are these weapons that this model must carry the ammunition for them in its puny arms. Weight restrictions prevent the model C from carrying any other weapons. Only by careful study of battle vids did strategists identify the leg and torso structure of this design as a Mad Dog. |
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Deployment: |
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First seen by the Draconis Combine and the Free Rasalhague Republic, the Mad Dog has since appeared in the armed forces of all the Clans. Clan Ghost Bear uses it with the greatest frequency, but the Smoke Jaguars also favor this 'Mech. The Mad Dog is somewhat less common among the other Clan forces. |
Executioner OmniMech
Mass: 95 Tons |
Chassis: Standard |
Power Plant: 380 XL |
Cruising Speed: 43.2 kph |
Maximum Speed: 64.8 kph |
Jump Jets: 4 |
Jump Capacity: 120 Meters | |
Armor: Ferro-Fibrous |
Armament: |
26.5 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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"What weighs ninety-five tons, can run at more than 80 kilometers per hour, can jump 120 meters, and carries a Gauss rifle?" "I don't know, but I'm getting out of here."
This bit of low "MechWarrior humor" may never make it to the network holocoms, but it accurately reflects the Inner Sphere's inability to deal with the Executioner. Though some Inner Sphere 'Mechs are better armored and others carry more weapons, none can match the Executioner with a skilled pilot in one-on-one combat. This OmniMechs exceptional maneuverability allows it to position itself better than other large 'Mechs, and its speed lets it swiftly pursue smaller 'Mechs. Such a 'Mech would be a treasure for the dueling warriors on Solaris. |
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Capabilities: |
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Most Clan MechWarriors who pilot a Executioner choose the primary configuration because of the exceptional firepower of the Gauss rifle. This weapon combines with the pair of large lasers to deliver harsh punishment to opposing 'Mechs. For extended missions where low ammunition supplies might cause problems, the Clans normally outfit the Executioner with three large pulse lasers in the left arm and four extended-range medium lasers in the right. The Executioner's sixteen double heat sinks allow it to use this array of lasers and still keep its heat under control.
Somewhat similar in performance to the standard version is Configuration B, which carries the huge Ultra-20 autocannon in the left arm and an extended range particle projection cannon in the right. An extended-range medium laser and anti-missile system round out this variant's weaponry.
Configuration C, the fire-support version of the Executioner, is relatively uncommon. Its most distinguishing feature is the enhanced targeting incorporated into all its weapons systems. The LRM -20 rack has an Artemis IV fire control system, and the Ultra-20 autocannon links directly to the sophisticated targeting computer.
A highly unusual design for the Executioner has also been spotted on Pinnacle. Configuration D features two SRM-6 launchers affixed to its left arm. The right arm is a triangular pod with a large pulse laser at the top, a row of three medium pulse lasers below it, and a row of five small pulse lasers at the bottom. This configuration has no right hand, of course, and also requires the removal of the lower right arm actuator.
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Deployment: |
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The Executioner sees common service only with Clan Ghost Bear. The other Clans treat the design as a maverick, using it only for independent actions or in concert with other service branches, such as infantry.
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Arcas BattleMech
Mass: 65 Tons |
Chassis: Bergan Version 6.3 Endo Steel |
Power Plant: 325 XL |
Cruising Speed: 54 kph |
Maximum Speed: 86.4 kph |
Jump Jets: Clan Standard Type A3 |
Jump Capacity: 150 Meters | |
Armor: Compound 12A1 Standard with CASE |
Armament: |
2 Series 7K Extended Range Large Lasers |
2 Kolibri Delta Series Medium Pulse Lasers |
3 Smartshot Mk. V Streak SRM-4 Launchers | |
Manufacturer: Bergan Industries |
----------- Primary Factory: Alshain |
Communications System: Garret L15 |
Targeting and Tracking System: RCA Instatrac Version 8 |
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Overview: |
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Following the completion of the Clan Ghost Bear mass exodus to the Inner Sphere and the establishment of the Ghost Bear Dominion, Khan Bjorn Jorgensson decided that symbols were needed to mark the beginning of a new era for his Clan. The first such symbol was established in late 3060, when a group of trothkin who had just passed their Trial of Position began their Great Work- an enormous bronze sculpture which will eventually show a Leviathan-class WarShip in fine detail. The Khan ordered the Great Work to be displayed on Alshain and had a special viewing center built around it.
The second symbol, more militant in nature, was a new second-line BattleMech produced in the same factory that manufactures the Ursus. Loremaster Laurie Tseng named the new design the Arcas, after a character in Greek mythology that became the constellation of Ursa Minor. This served as a reminder of where the Clan had chosen to settle, for nowhere in Clanspace was Ursa Minor visible. The Arcas stepped off the production line in 3061, and was quickly battle-tested in Trials of Possession with Clan Wolf for the worlds of Leoben, Skandia, and Radstadt. It has since been produced in fairly large numbers and sent all over the Dominion. |
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Capabilities: |
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The Arcas is extremely mobile for its size. Jump jets allow a jump of 150 meters, and the powerful engine allows it to reach speeds comparable to many medium 'Mechs. Backing this mobility up is the most armor a 'Mech of the Arcas' size can carry and an array of weaponry dangerous at all ranges.
The Arcas' main weapons are a pair of extended range large lasers, which can be used to snipe at long ranges or add firepower to the devastating short-range punch provided by the 'Mech's other weapons. Two medium pulse lasers and three streak SRM-4 launchers are serious threats to any opponents who come anywhere near the Arcas. Though it only carries one ton of ammunition for the missile launchers, this is generally enough as the streak technology prevents waste, something the Ghost Bears as a whole, like all the Clans, abhors. |
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Deployment: |
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Arcases have been sent to all of the Ghost Bears' second-line Galaxies, but the largest numbers have been assigned to the Third Bear Regulars Cluster of Theta Galaxy. Additionally, the Tenth Garrison Cluster of the Nova Cats' Chi Provisional Galaxy took an Arcas during a Trial of Possession. |
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Variants: |
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The only known variant of the Arcas replaces the ER Large Lasers and all three Streak SRM-4s with two ER PPCs and extra heat sinks. This variant is only seen in areas where resupply is a possible concern. |
Ursus BattleMech
Mass: 50 Tons |
Chassis: Bergan XIV |
Power Plant: 200 Standard |
Cruising Speed: 43.2 kph |
Maximum Speed: 64.8 kph |
Jump Jets: None |
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Armor: Compound A2F Ferro-Fibrous |
Armament: |
1 Series 7K Extended Range Large Laser
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2 Series 2a Extended Range Medium Lasers
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2 Kolibri Delta Series Medium Pulse Lasers
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1 Type X LRM-10 Launcher |
1 Type VI SRM-6 Launcher | |
Manufacturer: Bergan Industries |
----------- Primary Factory: Alshain |
Communications System: Garret T10B |
Targeting and Tracking System: RCA Instatrac Mark VI |
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Overview: |
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The Clans quickly discovered that the hardest part of waging war in the Inner Sphere was logistics. Transporting men and materiel across the vast distance between the Kerensky Cluster and the Inner Sphere posed a monumental task.
Ghost Bear Khan Bjorn Jorgensson set in motion a plan for his Clan to overcome this challenge. Shortly after capturing the planet Alshain in December of 3051, Ghost Bear technicians began bringing the Bergan Industries plant there back on line. The factory soon began producing the light Mechs for which it was tooled, but these antiquated machines were pathetic by Ghost Bear standards. In the lull after the Truce of Tukayyid, Khan Jorgensson ordered the Bergan plant reconfigured to produce a new second-line 'Mech. This 'Mech would combine Inner Sphere components manufactured in the Ghost Bear occupation zone with advanced weapons shipped from factories in Clan space.
The process took much longer than anticipated, mainly because of the basic incompatibility of most Clan and Inner Sphere systems. After more than seven years of work, Clan Ghost Bear solved these challenges and the revamped Bergan factory began producing the first Clan BattleMech entirely designed and manufactured in the Inner Sphere: the Ursus. |
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Capabilities: |
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The first in a planned series of Ghost Bear Mechs to be built in the Inner Sphere, the Ursus was designed to fulfill the Clan's most pressing need: defense. The fall of the Smoke Jaguars left the Ghost Bears with a sizable border facing the Draconis Combine, and they needed a strong, flexible defensive unit to garrison a border that could turn hostile at any moment.
The Ursus fulfills its mission with a variety of weapon systems designed to engage a target at multiple ranges with accurate and massive firepower. As a defensive Mech, speed is secondary, and so the Ursus carries only a standard 200 rated engine, readily available in the Inner Sphere. Though this limits the 'Mech to a maximum speed of 65 kph, this was deemed a necessary sacrifice in order to mount the desired weapon systems on the 50-ton chassis.
Its highlight an extended-range large laser, the arsenal of the Ursus is impressive for a 'Mech of its size. Its only real weakness is a shortage of significant long-range firepower, with only an LRM-10 rack to supplement the large laser. A relatively maneuverable enemy can stay out of effective range of the majority of the Mechs weapons, but because the Ursus is expected to face inferior Inner Sphere machines, this is not as much of a flaw as it might seem. |
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Deployment: |
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The first Ursus rolled off the Bergan assembly lines in late 3059. Already, most worlds bordering the Draconis Combine have received at least a Star of the new machines to bolster their defenses, with more on the way. The 'Mech's design purpose makes it highly unlikely that Clan Ghost Bear will ever deploy the Ursus in Clan space. Khan Jorgensson is so far quite pleased with his brainchild, which is the equal of Inner Sphere Mechs twice its size and many times its cost. |
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Grizzly BattleMech
Mass: 70 Tons |
Chassis: Endo Steel |
Power Plant: 280 Standard |
Cruising Speed: 43.2 kph |
Maximum Speed: 64.8 kph |
Jump Jets: 4 |
Jump Capacity: 120 Meters | |
Armor: Standard |
Armament: |
1 Gauss Rifle |
1 LRM 10 Launcher |
1 Large Pulse Laser |
1 Medium Pulse Laser |
1 Small Pulse Laser | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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So far observed only in Ghost Bear garrison Clusters, the Grizzly is a multirole heavy 'Mech that shares design concepts with Clan Ghost Bear's two favorite Omnis, the Vulture and the Gladiator. Though slower than other 'Mechs in its class, the Grizzly makes up for its lack of speed with jump jets and effective long-range weapons. Though the Grizzly is a unit with many potential uses, it has thus far failed to find a niche among the Ghost Bear forces, in part because it lacks the focus of its parent designs on a single combat role. |
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Capabilities: |
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Ghost Bear Provisional Garrison Cluster commanders use the Grizzly for roles that other Clans tend to fill with Thors and Lokis. The 'Mech's heavier armor and standard engine give it a much higher survival rate than the Thor and Loki models, which is fortunate because it is difficult to repair. The Grizzly has layers of sloped armor that tend to lodge in place when damaged, and its bulky leg actuators are apparently unique and hard to obtain.
The Grizzly is jump-capable and mounts a deadly array of weapons, featuring a massive Gauss rifle in the right arm. The 'Mech's left arm sports a trio of pulse lasers similar to but smaller than the array featured in Configuration D of the Gladiator.
The 'Mech's long-range firepower is supplemented by a ten-pack of long-range missiles in the right torso. |
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Deployment: |
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Though the Grizzly has been in service for more than a hundred years, it apparently has never been a popular design. Hundreds of these 'Mechs are still on active duty in Ghost Bear PGCS, even though the Grizzly has not been manufactured since 3013.
These numbers are a strong testament to the Grizzly's excellent survivability rate in combat. Current intelligence shows Grizzlys scattered throughout the Ghost Bear occupation zone. |
War Hawk Battlemech
Equipment |
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Mass |
Cockpit: |
Standard |
3T |
Engine: |
XL 340 |
13.5T |
Gyro: |
Standard |
4T |
Walk: |
4 MP |
Run: |
6 MP |
Jump: |
0 MP |
C Double Heat Sinks: |
20 [40] |
10T |
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13 in Engine |
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Internal Structure |
Armor |
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Standard |
C Ferro-Fibrous |
Tons |
8.5 |
13.5 |
Head |
3 |
9 |
Center Torso |
27 |
42/10 |
L/R Torso |
18 |
26/10 |
L/R Arm |
14 |
28 |
L/R Leg |
18 |
35 |
Overview: |
Easily identified by its squat torso, jutting head and broad chest, the Masakari has become notorious among Inner Sphere MechWarriors for its deadly accuracy. The 'Mech carries an advanced targeting computer, which apparently comes as standard equipment in all configurations. Though the computer must be modified for different weapons arrays, the basic computing boards appear to be built into the OmniMech's frame. |
Capabilities: |
The most familiar configuration of the Masakari carries two PPCs in each arm and a potent long-range missile launcher on its left shoulder. With the enhanced accuracy provided by the targeting computer, this model can destroy smaller 'Mechs with a single blast.
Alternate Configuration A carries a more diverse weapons array and can therefore perform more varied roles. The missile arrangement is a bit unusual, with a Streak SRM-6 launcher tucked into the left arm and an LRM-15 rack in the Masakari's right torso. It also carries an LB 10-X autocannon on its right arm and two extended-range large lasers on its left arm. This version has one other advantage over the primary model-it does not generate quite so much heat.
Alternate Configuration B is one of the most unusual designs so far spotted in the Clans' arsenal. This variant carries a mammoth Gauss rifle in its left arm, plus a triangular formation of extended-range medium lasers in its right arm. This design also features the Narc missile beacon and a pair of SRM-6 launchers perched side by side in the right torso.
Rarely seen, probably because of heat problems, is a Masakari configuration based entirely on laser weapons, PPCs and a flamer. This machine proves valuable on extended missions because it needs no ammunition reloads and has redundant weapons systems. The sheer amount of energy weapons, however, makes this 'Mech prone to heat build-up that even its double heat sinks cannot easily handle.
32.5 Tons of Pod Space |
Deployment: |
The Masakari appears most frequently with the Smoke Jaguars, who often pair it with the Dashi. It is also reasonably common among Clan Ghost Bear forces and has been seen on occasion with the Jade Falcons. |
Kodiak BattleMech
Mass: 100 Tons |
Chassis: Endo Steel |
Power Plant: 400 XL |
Cruising Speed: 43.2 kph |
Maximum Speed: 64.8 kph |
Jump Jets: None |
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Armor: Standard |
Armament: |
1 Ultra AC/20 |
1 ER Large Laser |
2 Streak SRM 6s |
8 ER Medium Lasers | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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The Kodiak is a large, fast-moving 'Mech that carries impressive medium-range firepower. Clan Ghost Bear technicians most likely designed it as the second-line equivalent to the popular Gladiator OmniMech, once again demonstrating the Ghost Bears' tendency to stick with the familiar. Trading the MASC and jump jets of the Gladiator for more armor and weaponry, the Kodiak has gained a fearsome reputation in the short time it has been in service. |
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Capabilities: |
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A complete Kodiak has yet to be salvaged from a battlefield, and so a comprehensive study cannot be done. However, certain assumptions about the Kodiak's capabilities can be made based solely on its known weapon load. A devastating Ultra-20 autocannon occupies the entire right side of its torso. Opposite the autocannon is a pair of Streak SRM-6 launchers. Combined, these weapons provide ample close-in firepower but lack the ammunition to fight an extended battle. Because the 'Mech is intended for garrison use close to supply lines, its designers probably regarded this drawback as negligible. The diminutive ammunition load also reflects the Clan mode of war, in which the campaign is decided in a quick, decisive clash on a field of honor rather than in a slugging match dragged out over the course of weeks or months.
Above each hand is a clawlike array of four extended-range medium lasers, which give the Kodiak impressive hitting power even if it runs out of ammunition. Supplementing these weapons is a single ER large laser mounted in the torso directly beneath the engine. Likely added as an afterthought, this weapon gives the 'Mech a single long-range weapon with which to harass a closing enemy, but it generates too much heat to be used in conjunction with the other weapons once the target is within 250 meters. |
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Deployment: |
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The Kodiak is believed to be unique to Clan Ghost Bear, though one odd report cites a Kodiak operating with a Smoke Jaguar Binary. It is a relatively new design - Inner Sphere troops have thus far seen very few and encountered even fewer. Kodiaks spotted among provisional garrison Clusters always serve as the command vehicle of assault Trinaries and Clusters. |
Sulla Aerospace Fighter
Mass: 45 Tons |
Frame: Unknown |
Power Plant: 315 XL |
Armor: Ferro-Aluminum |
Armament: |
14.75 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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The Sulla is a maneuverable and well-protected medium OmniFighter. Its balance of armor and weaponry give the ability to operate in conjunction with heavier or smaller fighters. Because of the superior staying power of the large fuel load, the Sulla's patrol ability and sustained thrust ability are rarely matched. |
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Capabilities: |
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The primary Sulla is a multi-role craft, seen on both round-attack and interception missions. The main weapon is an ER PPC, which, though grossly inefficient, is able to wreck many light fighters with a single hit. The large pulse lasers mounted under each wing provide support fire in the form of a deadly accurate volley of fire against ground or air targets. Surprisingly, the Sulla mounts a short-ranged machine gun in the stern, which is supposed to deter pursuit, but provides very little real comfort to the pilot.
The A variant mounts both medium and large extended range lasers in the nose, giving limited strafing ability. However, the main offensive weapons are the LRM launchers in each wing. These are slaved to an Artemis fire-control computer, improving their performance considerably. When combined, the two weapon systems give the Sulla a standoff capability unrivalled in its class. The machine gun mounted at the rear of the craft provides minimal defense.
The B variant follows the same theme as the A, using under-wing missile launchers slaved to Artemis systems to provide the offensive punch. The B exchanges the LRM-1 0 launchers of the previous variant for the devastating power of the huge LRM-20. Ammunition is much more limited, however, and the lack of any backup weapons often forces pilots to withdraw from combat before the battle is over.
The C variant is perhaps the most deadly of all, mounting an extended range PPC in each wing and a medium pulse laser in the nose. The absence of ammunition and the high endurance of the fighter make it ideal for long-range patrols, or for pursuit missions. |
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Deployment: |
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All of the Clans in the Inner Sphere have some Sullas, although the majority seems to be concentrated with Clans Smoke Jaguar and Ghost Bear. They are usually deployed in a supporting role, escorting transports and recon vehicles. Some are attached to ground units, and are used either for ground-attack vehicles, or more commonly, for aggressive combat air patrolling. |
Turk Aerospace Fighter
Mass: 50 Tons |
Frame: Unknown |
Power Plant: 250 XL |
Armor: Ferro-Aluminum |
Armament: |
24.25 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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For its class the Turk is well protected and has an excellent weapons array, but these are at the expense of maneuverability. First fielded by Clan Burrock, the Turk is usually designated as an attack ship rather than a dog fighter, being used in missions against larger space vessels and against ground targets. |
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Capabilities: |
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The primary configuration is one of the multi-role designs, being armed with energy weapons suitable for both strafing and attacking airborne targets. Each wing mounts an ER PPC and an ER large laser, giving this fighter the ability to project fire over considerable distance. Mounting the weapons in wing pods restricts their firing arc, however, resulting in the fighter only being able to use these arms to engage targets directly ahead of it. The primary Turk also lacks any rear-firing armaments, which makes it vulnerable to tailing.
The A variant is best suited to operations in space, as most of its weapons are ballistic, and thus unsuitable for strafing. A Gauss cannon is mounted along the fuselage of the fighter, and fires into the front arc. This primary assault weapon has two tons of ammunition, which is usually sufficient, but causes some problems in extended combat.
As a precaution, an ER large laser is mounted alongside the Gauss cannon, firing into the same arc. Many Turk pilots use this weapon to supplement the "long-range" firepower. To resolve the problems of aiming the Gauss at closer targets, a pair of SRM-4 Launchers is mounted in each wing, giving a fairly wide arc of fire. To counteract the aft-arc vulnerability of the primary, a medium pulse laser is mounted at the base of the Turk's tailplane.
The Turk B also usually performs in space operations, this time with a pair of autocannon-10s, one in each wing. Like the primary, this variant has difficulty in bringing all weapons to bear. Many enemy pilots take advantage of this, however, keeping to one side of the Turk, forcing it to use all its ammunition for one weapon, while keeping out of the arc of the other. As a consequence many Turk Bs are forced to make a tactical withdrawal from battles, relying on only their twin ER lasers in the nose.
The Turk C variant again concentrates on ballistic weapons, this time short- and long-range missile launchers. The wing-mounted Streak 6 launchers often prove deadly in combat, while the LRM-20 in the nose provides useful, if limited, fire projection. Additional firepower is available from the wing-mounted large lasers. |
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Deployment: |
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Common with most Clans, save Wolf, Jade Falcon, and Steel Viper, the Turk serves in a number of roles, both with front-line units and with those in the rear. The Ghost Bears initially used a number of Turk and Sulla fighters in patrols aimed at curbing the guerrilla actions and raids that hampered their operations in the Inner Sphere. Although these craft were effective against forces willing to come out into the open, they were unable to counter terrorist tactics, forcing Clan Ghost Bear to request the assistance of the reserve Clan, the Steel Vipers. |
Jengiz Aerospace Fighter
Mass: 80 Tons |
Frame: Unknown |
Power Plant: 240 XL |
Armor: Ferro-Aluminum |
Armament: |
43.75 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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The 80-ton Jengiz is one of the heaviest and fiercest fighters fielded by the Clans. Developed in 3032 by Clan Ghost Bear, it has only been in active service for the last 15 years, but has stirred up considerable interest among the other Clans. Only Clan Wolf has succeeded in the Trials of Possession needed to secure the designs, however. The other Clans that use the Jengiz have captured them from either the Wolf Clan or the Ghost Bears. |
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Capabilities: |
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Because of its relatively poor maneuverability, the Jengiz has limited use in atmosphere, and is deployed mainly in near-space defense. In some cases its performance is worse than Inner Sphere fighters of similar mass, but pilots should be wary of misjudging the fighter, as it is heavily armored, dissipates heat easily, and has more than 50 percent of its body-weight devoted to offensive systems.
The primary Jengiz carries a formidable array of weaponry. An LB 10-X, ER PPC, medium pulse laser, and machine gun are all crammed into the nose, while each wing mounts a large and medium pulse laser and an SRM6. Firing into the aft arc is a rear-wing medium pulse laser, and an ECM suite interferes with the effects of advanced fire-control computers.
The A variant is the only one generally involved in ground attacks. The twin ER PPCs in the nose, and the twin large pulse lasers under each wing give it superb strafing ability, and the addition of double heat sinks allows repeated attack runs. An ER small laser fires aft to discourage tailing.
The rare Jengiz B is configured to engage targets at long range. It carries a Gauss cannon in the nose, and has an ER PPC and LRM-20 (with Artemis FCS) under each wing. Two forward-firing ER medium-lasers are mounted in the nose to boost close-in firepower, and the rear of the fighter is equipped with a machine gun. Although the Gauss cannon carries sufficient ammunition for prolonged operations, the LRM-20 ammunition is severely limited. Running out of ammunition, Jengiz pilots often jettison the LRM pods part way through a battle, improving the fighter's maneuverability slightly.
The C variant of the Jengiz is one of the most unusual configurations fielded by the Clans. Based on a philosophy different from most fighters, the C variant is believed to have evolved from the few Jengiz used by Clan Goliath Scorpion. An LB 20-X series autocannon is mounted under each wing, and a triple mount of Streak SRM-6 launchers are mounted in the nose. This version also carries an aft firing Streak SRM-4. If the Jengiz C has a disadvantage, it is the short range of its weapons. For that reason, the C is usually paired with another variant with longer-range capabilities. |
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Deployment: |
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The Jengiz is common in Clans Wolf and Ghost Bear, but is rare among the other invading Clans . Over the last 2O years, the relatively new Jengiz has been replacing the venerable Kirghiz as the main super-heavy fighter in a number of the Clans, and may completely replace the heavier, but less efficient design in the next decade. |
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Kirghiz Aerospace Fighter
Mass: 100 Tons |
Frame: Unknown |
Power Plant: 300 XL |
Armor: Ferro-Aluminum |
Armament: |
56.5 Tons Pod Space Available | |
Manufacturer: Unknown |
----------- Primary Factory: Unknown |
Communications System: Unknown |
Targeting and Tracking System: Unknown |
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Overview: |
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Currently the heaviest fighter in service with any Clan, the 100-ton Kirghiz rivals the Scytha for the title of "deadliest" fighter in service. A terrible foe, the Kirghiz is able to mount more forward-firing weaponry than any other OmniFighter , rivaling some assault DropShips. What gives the craft this ability is the use of conventional armor plating instead of the bulky ferro-aluminum armor. This provides more space for mounting weapons, but it also requires the addition of approximately 20 percent more armor plating to provide the same level of protection. |
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Capabilities: |
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First fielded by the Ghost Bears in 2874, this ancient design is one of the oldest Clan fighters built, let alone still in service. The fourth type of OmniFighter built, it has undergone several design modifications. The most radical was the addition of a more efficient XL-series engine, which provided considerably improved maneuverability. The steady development of weaponry within the Clans has kept the Kirghiz a most deadly fighter, with smaller and more efficient weaponry gradually replacing its Star League vintage arms over the years.
The primary configuration of the Kirghiz mounts a LB 10-X autocannon in the nose. The main guns are two Gauss cannon, and mounted in a sidecar pod with each Gauss cannon is an extended range large laser. The aft weaponry primarily consists of a Streak SRM-6 launcher mounted in each wing, facing the rear. A small laser mounted in the tail provides additional support in close-in engagemen ts.
The A variant carries the longest-ranged weaponry that an aerospace fighter can mount: a LB 2-X, one on each wing tip, together with a huge amount of ammunition. Twin ER PPCs are mounted in the nose, and twin-mount large pulse lasers sit in each wing. Although the A version lacks the all-round firing ability of the primary, it does mount small and large extended range lasers in a rear facing turret. This fighter's greatest problem is heat dissipation. If all the forward-firing weapons were fired at a single target, the ammunition for the autocannon could conceivably "cookoff", destroying the wings, and probably the rest of the vessel.
Because of the limitations on the B variant's supply of ammunition for its five LRM-20 racks, the fighter is not popular with its pilots. This huge array of missile launchers often proves lethal against other fighters as well as ground targets, where FASCAM munitions may replace standard explosive rounds to lay a minefield in the path of an enemy. The variant also has extended range PPCs as a fallback weapon system for when ammunition is depleted. One is mounted in the nose, and the other two are mounted between the paired wing launchers.
The rare C configuration is the last of the designs seen during the recent Clan invasion of the Inner Sphere. Although designed as an Elemental carrier, it mounts an enormous array of weaponry, and is perfectly capable of seeing off most opponents. The ER PPC in each wing gives the craft good range potential, as do the twin large pulse lasers in an under-nose mount. Most of the nose space is taken up by a huge Ultra series 20 autocannon. This huge gun is devastating at close range, but its severe ammunition limit usually allows it to fire only in the first minutes of an engagement. |
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Deployment: |
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The Kirghiz is usually found in a supporting role, acting as either troop-transport or as an escort for a group of smaller ships. Although the fighter is grossly inefficient, pilots find the unique handling quirks of this ancient design strangely comforting, as opposed to the clinically precise Scytha and Jengiz, both of which are in line to depose the long-standing king of the OmniFighters. |
Tyr Infantry Support Tank
Mass: 45 tons |
Movement Type: Hover |
Power Plant: Type 170 Fusion |
Cruising Speed: 97 kph |
Flank Speed: 151 kph |
Armor: Forging MHC07 |
Armament: |
1 Type 22g Extended Range Large Laser |
2 Pattern J4 Streak-4 SRM Launchers | |
Manufacturer: Joint Equipment Systems |
------- Primary Factory: Alshain |
Communications System: Neil 500 |
Targeting and Tracking System: RCA Econotrac |
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Overview: |
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Since moving into the Inner Sphere, the Ghost Bears have focused a great deal of effort into normalizing relations with the dominant Rasalhagian population whose worlds they now share. Limited self-governance by the Rasalhagian citizenry, considered a major step in the right direction, has surprisingly fostered a population that continues to resent Clan occupation to a significant extent. After having spent centuries under Combine rule only to know freedom for an all-too-brief period, many Rasalhagians continue to resist what they see as a new oppressor, no matter how benign.
As part of the ongoing effort to combat this-and to increase the productivity of the Clan's lower castes-Khan Bjorn Jorgensson directed much of his Ghost Bears' considerable resources toward the restoration and upgrading of Rasalhagian industries, rather than merely focusing on relocated Clan facilities. Companies like Joint Weapons Systems, ill regarded by even the Inner Sphere for the poor quality of their conventional vehicle products, found a new lease on life in the Ghost Bear plan. In 3063, the Tyr became Joint Equipment Systems' "comeback" vehicle, and one of the first Clan/Inner Sphere co-ventures of the new Ghost Bear Dominion. |
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Capabilities: |
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The Tyr is not simply an olive branch to the Rasalhagian spirit, but an effective military craft. Designed as a conventional infantry transport and support vehicle, the Tyr outperforms similar craft, including the Inner Sphere Goblin and even the new Hell's Horses' Hephaestus. Lessons from a decade among Spheroids-and the ancient feud with the Hell's Horses Clan-taught the Bears that infantry forces can prove a decisive factor in many battles, but only if the infantry can reach the field quickly and in relative safety.
The Tyr assured they would do both and still benefit from powerful support fire over extended range. With a top speed of over 150 kilometers per hour, enough armor to withstand a direct hit from a Gauss rifle and cargo space for a full Point of battle-armored infantry, the Tyr is swift and sturdy for its size. The use of Clan-made weaponry (particularly the far-reaching ER large laser and two compact Streak 4-racks, all mounted in the Tyr's turret) give this vehicle a powerful enough punch to keep hostile armor, infantry and even BattleMechs at bay long enough to deploy the Tyr's vital cargo in the field. |
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Deployment: |
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The majority of Tyrs produced to date have been assigned to the Claws of the Ghost Galaxy, where they are seeing extensive use in their intended roles of infantry transport and support; the rest have been assigned to PGCs.
A Tyr has recently been seen in use by the Second Kavalleri Infantry, with whom the Com Guards gifted a Level I of Purifier battle armor to in '65 as a part of ComStar's continuing effort to appease the Rasalhagian population and military in the Republic-a move ironically similar to Ghost Bear designs. Whether this vehicle was taken in a raid or not has not yet been determined. |
Leviathan Warship
Tech: 3055 |
Introduced: 3055 |
Mass: 2,400,000 Tons |
Length: 1,623 meters |
Sail Diameter: 1,560 meters |
Fuel: 15 ,000 tons (37,500) |
Tons/Burn Day: 39.52 |
Safe Thrust: 2 |
Maximum Thrust: 3 |
Sail Integrity: 9 |
KF Drive Integrity: 45 |
Heat Sinks: 1,500 (3,000) |
Structutal Integrity: 110 |
Armor |
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Fore: 250 |
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Fore-Sides: 250 |
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Aft-Sides: 250 |
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Aft: 250 |
Cargo |
Bay 1: Bay 2: Bay 3: Bay 4: |
Fighters (50) Small Craft (20) Passengers/Cargo (322,930 tons) |
10 Doors 4 Doors 20 Doors 10 Doors |
Dropship Capacity: 8 |
Grav Deck: 8
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( six 95 and two 185 meter diameter ) |
Escape Pods: 30,000 |
Life Boats: 150 |
Crew: 166 Officers, |
834 enlisted / non-rated |
225 Elmental troopers (45 Points), 250,000 passengers |
Notes |
Equipped with a lithium-fusion battery system, hpg and 1,538 tons of Ferro-carbide armor. |
Overview In 3044, Ghost Bear Khans Nornian Tseng and Ursula Jorgensson authorized the creation of a-new class of WarShip. In the grand tradition of their Clan, they insisted it be the largest Warship possible, larger; than even the massive McKenna battleship.' Bear scientists were eager to take on the challenge, but after a few years it was clear that the challenge was beyond their ability. The Ghost Bears then turned to their long-time-ally, Clan Snow: Raven, for help in designing the new ship class in exchange for mining rights in their abundant asteroid fields.
After the Battle of Tukayyid, the Ghost Bear Khans made the monumental decision to relocate their Clan to the Inner Sphere. One of the major challenges ; was how to transport millions of people across a: thousand light years in secret. A solution came in the form of the two partially completed Leviathan hulls. Though devoid of much; of their planned weaponry, both ships were functional and armored. Khan Jorgensson arranged for the hulls to be modified to accommodate thousands of tons of cargo rather than weaponry. Each Leviathan would have the appearance off a fearsome battlecruiser, but would actually be a-large-scale armored transport.
Since the relocation to the Inner' Sphere, the Bears' efforts have turned to restoring the Leviathans to their planned military configurations. The Combine assault on Alshain and the ensuring war, however, have put the project way behind schedule. |
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