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HCN Vehicles, Guns, Mechs, Terrain, Starships Database
Name
Cmdr image
QtyAvail
MDC
Size
Image
Desc
APC 6W 1-1 JADA
2
211
M
-----------Not In Production (NIP)---------- JADA die cast vehicles are 10mm at best and may be deprecated for use in the game. APCs are among the least complex and sturdiest vehicles available, produced in the thousands across inhabited space. 6-Wheeled APCs carry more and have better armor as well as hardpoints than 4-wheel equivalents, for a variety of weapons and purposes. Hovercraft versions are all-terrain capable.
APC 6W Tsukai 1-1
4
5
M
10mm from Talon Games. APCs are among the least complex and sturdiest vehicles available, produced in the thousands across inhabited space. Wheeled APCs are cheaper, carry more and have better armor as well as hardpoints for a variety of weapons and accessories. Hovercraft versions are all-terrain capable but carry less cargo.
APC 8W Bladerunner 1-1
1
5
L
-----------Not In Production (NIP)---------- Dome-turret (remote) with twin light guns (or rocket pod version). APCs are among the least complex and sturdiest vehicles available, produced in the thousands across inhabited space. Wheeled APCs are cheaper than tracked or hover. Hovercraft versions are all-terrain capable but carry less cargo.
APC Badger Limber 4-wheel
3
4
m
Usually performing as a limber and general APC transport Turreted twin-M guns and non-Turreted versions, wheeled and tracked versions, of a standard 4-wheel utility vehicle, Hummer-like. The hover versions are the same specs but are all-ground capable.
APC GI Joe Snow Cat-1
2
323
L
The Snow Cat relies on a fire-resistant fiberglass chassis, small arms resistant armor, and a modified turbo-injected diesel truck engine. 4 wire-guided Heavy Missiles (2 reloads) and 2 Radar guided VR Missiles. Crew of 2 with 2sp cargo; 2 squads of infantry can cling to external hardpoints.
APC Hover 1 -1 NYM
1
6
VL
'-----------Not In Production (NIP)---------- APCs are among the least complex and sturdiest vehicles available, produced in the thousands across inhabited space. Wheeled APCs are cheaper, carry more and have better armor as well as hardpoints for a variety of weapons and accessories. Hovercraft versions are all-terrain capable but carry less cargo.
APC Hover Open 3 -1 NYM
1
4
VL
-----------Not In Production (NIP)---------- Repulsorlift was a technology that allowed a craft to hover or even fly over a planet's surface by pushing against its gravity, producing thrust.[1] Repulsorlift engines or "antigravs" created fields of negative gravity called 'repulsor fields' which pushed against a planet's natural gravitational field.[2].
APC Jeep VAMP
2
3
VL
-----------Not In Production (NIP)----------Jada die cast are 10mm at best and a 3D version might be available for larger scale production. The V.A.M.P. Mark II is equipped with a quad-mount missile launcher (carrying Stinger XK-1 missile). The design of the V.A.M.P. was influenced by the Lamborghini Cheetah prototype of the 20th Century. Hover versions may be in development.
APC Mongoose HQ
2
5
H
Mongoose is a heavy APC/mobile command vehicle. APCs are among the least complex and sturdiest vehicles available, produced in the thousands across inhabited space. Hover and Wheeled APCs are lighter and carry less; heavy APCs carry more and have better armor as well as hardpoints for a variety of weapons and accessories.
APC RVN-12 HQ AA "Raven"
1
6
L
RVN-12 "Raven" is an APC Transport HQ AA hovercraft.
APC SRM10 Stryker
2
311
L
The Stryker Light Tank started out as a joint project venture between Valiant Systems and Wunderland Enterprises on the world of Johnsondale. They united in their efforts to create a joint company known as Valiant Vehicles, with the Stryker being their first product. The low cost light fire support tank became a mainstay of the AFFS after its introduction in the first decade of the thirty-first century, and orders for the Stryker soon outstripped the Valiant production line's capacity.
APC SW-EXP Sparrow Hover
4
622
H
Sparrow is a hover APC for 3 squads
APC Starwars 1 -1 Skiff
1
3
VL
'-----------Not In Production (NIP)---------- mostly a base located cargo moving skiff. Repulsorlift engines or "antigravs" created fields of negative gravity called 'repulsor fields' which pushed against a planet's natural gravitational field.[2].
Aerospace Cobra Firebat
1
9
L
The Firebat was a Cobra light assault jet, which was a stripped-down aircraft, little more than a seat strapped to a rocket engine. The A.V.A.C. pilots needed phenomenal skill to successfully operate the craft, since it lacked almost any kind of instrumentation. Firebats weighed 5.7 tons, had a maximum speed of 470 mph, and a maximum range of 1,400 miles. They were primarily stationed at Terror Dromes, and had folding wings to allow them to fit in the narrow silo.
Aerospace Daggar
2
M
the Dagger the first AFFC Omni-Fighter design. GM SuperFusion 225 XL engine 14 tons of Kallon AeroWeave ferro-aluminum good protection, speed, and maneuverability 18 tons of pod space for weapons, though like many OmniFighters it pays the price in only 10 double heat sinks on its base chassis. nose-mounted RAC/5 and paired ER medium lasers in each wing.
Aerospace Firebat Dropship
1
H
The Firebat was a Cobra light assault jet, which was a stripped-down aircraft, little more than a seat strapped to a rocket engine. The A.V.A.C. pilots needed phenomenal skill to successfully operate the craft, since it lacked almost any kind of instrumentation. Firebats weighed 5.7 tons, had a maximum speed of 470 mph, and a maximum range of 1,400 miles. They were primarily stationed at Terror Dromes, and had folding wings to allow them to fit in the narrow silo. The dropship version is equivalent in size to to 6 Firebat fighters, and can hold 2 Mechs and 2 platoons of infantry and equivalency.
Aircraft Longbow
1
14
H
https://www.talon-games.com/datacards/datacards/LONGBOW.jpg
Aircraft T-47 (Airspeeder)
2
L
Rebel Alliance modified T-47 air speeders became snow speeders, fast flying for patrol and defense. The T-47 air speeder is a small, wedge-shaped craft with two forward-facing laser cannons. In its rear arc is a heavy laser cannon or harpoon gun fitted with a heavy-duty tow cable. The snow speeder has a pilot and rear-facing tail gunner.
Cycle 1-1 NYM
1
2
VL
-----------Not In Production (NIP)----------Armored Motorcycle deprecated
Gun AT 1
6
2
M
A common AT beam gun, not wheeled, requiring a vehicle to tow it. Like the old 2pdr of the western desert 1940's, the wheels are removable as the gun in set in place. A Heavy Energy blaster weapon with a rate of fire of 2x each times it fires. 90o arc
Gun AT 2
4
M
Bolt firing 50mm cannon
Gun H Lascannon
2
3
H
The powerful Lascannon is a formidable Laser Weapon whose energetic beam of coherent light is capable of penetrating most armoured vehicles. It is the favourite anti-tank weapon of the Astra Militarum and is also commonly used by the Space Marines. Its high strength and armour-piercing ability make it a formidable weapon and when it is twin-linked, it becomes even more deadly. However, it is very heavy and power-consuming, and must recharge after every shot, making it a poor anti-personnel weapon. As a result, it is usually installed on tanks or Sentinel platforms, and in the Imperial Guard, two-man teams are required to operate and carry around a single Lascannon. To accommodate the increased power output, the Lascannon has become the largest man-portable form of Las-weaponry, the barrel being several times larger in diameter and length than the standard Lasgun.
Gun Howitzer
4
H
Gun Tower Hoth
4
4
M
The 1.4 FD P-Tower, also known simply as a P-Tower was a light fixed anti-vehicle weapon emplacement manufactured by the Atgar Space Defense Corporation.[1] It held enough power to disable an AT-ST, and its rugged dependability meant it could function even in the harshest environments.[5] The tower functioned by having its single laser cannon fire from the center of the energy dish, which had 16 micropower routers evenly spaced along the edge of eight power conversion cells along the interior. Despite its ability to offer soldiers a 360° field of fire due to a rotating base, along with operational capability in temperatures ranging from -73°C to 49°C, it was inexpensive, quick and easy to produce.[1] The P-Tower was used throughout the Clone Wars[6] and the Galactic Civil War on worlds such as Hoth, Tatooine, and Endor.[7] They were used by Alliance gunners of the Rebel Alliance during the Battle of Hoth, though they proved ineffective at penetrating the armor of the All Terrain Armored Transports of the Galactic Empire.[4] The emplacement was eventually withdrawn from service.[3] All Point Defense Weapons that are powered have automatic range finder denial electronic countermeasures e.g. a range finder of any type will not work against this target. Unless the power is cut first e.g. take out the facility/item power generator/link and it will only have enough power to fire itself a few times on its own stored energy. Unless the energy generator is internal to the weapon therefore armored.
Inf Hvy 1-1
30
3
Hvy
Pictured are Talon Games 10mm for CAV. HO 1/87 and 20mm are becoming more likely suitable to the mech scale; see Stan Johanssen and other manf. for 20mm
Inf Mortar Team Heavy
12
H
Jeep Hover 1-1 NYM
1
3
VL
-----------Not In Production (NIP)----------
Mech H CAV Challenger 1-1
1
444
H
- HD Railguns are heavy 120mm howitzers firing explosive rounds
Mech H CAV Kodiak 1-1
1
355
H
PPC in torso and both arms
Mech H CAV cataphract
1
432
H
Agility 1 for a heavy mech is unusual; also has triple AC5 in each arm
Mech H Cataphract
1
334
H
heavy BattleMech first original designs Capellan Confederation designed the Cataphract in 3025 to be assembled from parts they could still manufacture. Dubbed a FrankenMech for its appearance, and using components from the Marauder, Shadow Hawk and Phoenix Hawk, the Cataphract was set to become the Confederation's new standard heavy 'Mech. This embarrassing failure was further compounded when many Davion units, including the Crucis Lancers, adopted the Cataphract as their own. It was not until 3032 that the Confederation finally replaced the lost factory with one on Betelgeuse, producing their own Cataphracts in time for the Andurien Crisis.
Mech H Champion-1
1
524
M
The Champion debuted in 2602 from Bergan Industries, their second-ever BattleMech after the highly-successful Locust, as a generalist combat 'Mech with a focus on heavy reconnaissance and fast strike capabilities. While definitely faster and more maneuverable than other heavy 'Mechs, it was criticized by many for being too large, under armed, and under armored. Indeed Earthwerks Incorporated had a competing bid, a modified version of their 55-ton Griffin, which had the same performance capabilities and cost less.
Mech H Champion-3p
1
423
M
The Champion debuted in 2602 from Bergan Industries, their second-ever BattleMech after the highly-successful Locust, as a generalist combat 'Mech with a focus on heavy reconnaissance and fast strike capabilities. While definitely faster and more maneuverable than other heavy 'Mechs, it was criticized by many for being too large, under armed, and under armored. Indeed Earthwerks Incorporated had a competing bid, a modified version of their 55-ton Griffin, which had the same performance capabilities and cost less.
Mech H Doberman TC
345
H
Custom 75t Inner Sphere unit called the Doberman. Primary design is equipped with a pair torso mounted AC10s, and a medium laser mounted in the head. A rugged, hard to kill, simple to use mech.
Mech H MadCat III
435
H
Clan Diamond Shark developed the Mad Cat III as a medium 'Mech to accompany heavy Mad Cat and assault Mad Cat II. shunned by Clans save for Nova Cats and Exiled Wolves top speed of 97 km/h endo-composite structure, the Mad Cat III can quickly close with enemies to bring short-range weapons to bear. twin LRM-20's equipped with Artemis V, six ER micro lasers, and a pair of ER medium lasers in each arm,
Mech H Marauder-1
4
443
H
General Motors in 2612 for use as an attack and direct fire support BattleMech. long-range firepower two Magna Hellstar PPCs and Whirlwind Autocannon-5. The PPCs arms versatile ball-and-socket joints provide faster traverse rate. PPCs withstand heavy hand-to-hand combat, allowing to bludgeon opponents. Firing a three-round burst of 120mm shells the autocannon fed by one ton of ammo in the left torso. at close range, the Marauder could rely on two Magna Mk II medium lasers, mounted in the gauntlets, Marauder was a favorite thanks to tremendous firepower, while its advanced electronics endeared it to many.
Mech H Praying Mantis
334
H
Based on the BattleMaster with Doberman TC arms
Mech H Warhammer-1
2
444
H
introduced by StarCorps Industries 2515 "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring many of the greatest MechWarriors in history were Warhammer pilots. large number of Warhammer factories spread across both the Inner Sphere and Periphery four new variants would be built: one each for the Federated Suns, Capellan, Free Worlds League and Lyran militaries, and using technology unique to each realm. Some examples of these new 'Mechs achieved their baptism of fire during the FedCom Civil War.
Mech L Grasshopper
444
L
Originally intended stealthy hunter-killer of light and medium 'Mechs, Grasshopper entered service 2780 stealth systems were ultimately removed from the final design. distributed primarily to the regular army rather than Royal units could be found in most Star League regiments. With great mobility predominately shorter-ranged, energy-based weaponry, ground speed of 64.8 km/h was augmented by four Leviathan Lifter jump jets, one pair in each leg, giving it a jumping capability of one hundred and twenty meters. heavy 'Mech with the mobility of a lighter design Grasshopper became known for using surprise and speed should the enemy lack short-ranged weapons themselves. superior heat dissipation low dependence on ammunition combination of its mobility and thirteen tons of standard armor allowed inflict significant damage before being forced to withdraw. primary weapon in its center torso meant the Grasshopper remained combat-capable despite losing both arms, most Grasshopper pilots simply use the launcher to soften up a target before they can bring their laser weapons to bear,
Mech L Jenner IIc MWO
4
523
L
mine dropping variant available Jump 3, 4 ML SRM4. meant to be a fast guerrilla fighter highly mobile lances. Five Smithson Lifter jump jets, two in each side torso and one in the center torso jumping distance of 150 meters, Magna 245 fusion engine top speed over 118 km/h many variants available
Mech L Jenner JR-7-1
4
523
L
Old design Introduced 2784, Jenner fast guerrilla fighter to form foundation for highly mobile lances. Five Smithson Lifter jump jets, two in each side torso and one in the center torso jumping distance of 150 meters, Magna 245 fusion engine allowed for a top speed of over 118 km/h, The drawback Diplan HD large laser and two Argra 27C medium lasers all mounted in a turret medium lasers' targeting systems bug-ridden. eventually replaced weaponry creating a good mix of speed and firepower though paultry armor amount.
Mech L Phoenix Hawk-1
1
623
M
First introduced by the Terran Hegemony in 2568,[4] the Phoenix Hawk was one of the most famous BattleMechs in the Inner Sphere. The 'Mech began life when Orguss Industries realized that it could reinforce the Stinger chassis to create a larger version, one with the same speed and maneuverability as the Stinger but with superior armor, firepower, and electronics. Though not without its own drawbacks, the Phoenix Hawk quickly became the standard by which all other reconnaissance 'Mechs were measured.[5][6][8] Originally a staple of the Star League Defense Force, Phoenix Hawks remained common within the armies of the Successor States after the fall of the Star League. At first Phoenix Hawks were grouped together to form powerful recon lances, but as they started reaching their various deployments, their full potential as command 'Mechs was discovered and many were reassigned to instead lead units of smaller recon 'Mechs.[5][6] By the middle of the thirty-first century the Phoenix Hawk was still in production at factories on Keystone, New Avalon, Coventry, Jarett and Satalice. Its commonness made it an early candidate for the use of recovered lostech following the Helm Memory Core recovery, and a variety of upgraded variants were produced in time for the Clan Invasion.[9]
Mech L Serket-1
1
L
This may be the wrong name for this chicken walker. please help identify
Mech L Valkyrie-1
4
522
L
"nearly wholesale" copy WSP-100A Wasp LAM. high rate-of-fire while jumping, Valkyrie gained reputation for tenacity, once on attack "stays with you until either you drop or it does." Valkyrie primary armament Devastator Series-07 LRM-10 launcher left torso. unusual weapon light 'Mech backup weapon Sutel IX medium laser right arm. mix of long and short-range weapons allows long range then move in for a kill.
Mech L Wasp-1
1
211
L
The WSP-1A Wasp was not designed as a line combat unit. It carries a light weapons payload meant primarily for self-defense against other light 'Mechs and was not meant to be used to engage heavier 'Mechs, resulting in tactics such as the jump-kick in order to deal more damage. The primary weapon is a Diverse Optics Type 2 medium laser carried in the right arm, backed up by a Bical SRM-2 launcher in the left leg which can carry one ton of standard or Inferno rounds in the left torso, making it useful against enemy 'Mechs and a good deterrent against infantry and vehicles.[14][12] Published schematics indicate that the leg-mounted SRM-2 launcher is located near the hip. The six jump jets split between the Wasp's left and right legs are responsible for its jumping distance of 180 meters and its longevity as a recon 'Mech. These also make up for the relatively slow 66.5 km/h cruising speed produced by its four-ton fusion engine. 10 single heat sinks are more than enough for the Wasp - it can actually fire both of its weapon systems continuously with little to no issue unless the jump jets have been overused. The three tons of armor protection is average for light 'Mechs, and with its placement around the chassis essentially two shots to the same spot anywhere will punch through and cause damage.[14]
Mech LV CAV Kahn 1 -1
1
111
VL
Adv Targ Comp +1 CB Low Silhouette Bonus ECM2 - Blue Enemy Target lock jam EST - Blue Sharing lock
Mech LV Locust
2
523
VL
most common BattleMechs in continuous production since first introduced by Bergan Industries in 2499. designed exclusively for reconnaissance and quick strike missions, using its then-phenomenal speed to outrun most enemies. where it was unable to outrun enemies, the 'Mech did have a light array of weapons with which to defend itself, but the Locust lacked the firepower or staying power Locust was considered an excellent 'Mech, overshadowed as a scout only by designs which mounted jump jets. when Locust engaged in combat it was as a holding action until reinforcements could arrive
Mech M Archer
2
424
M
origins 2458 Earthwerks Inc. prototype ARC-1A Archer. Created at request of Terran Hegemony for "heavy fire support BattleMech" hard-to-repair stabilization equipment and advanced, computer-slaved sensors. Final prototype abandoned requirements in favor of sturdier, blockier, and more heavily armored. remained Hegemony standard until advances in technology allowed a more efficient model.
Mech M Battlemaster
1
356
H
Donal PPC right arm. For close range combat, six Martell medium lasers, short to medium ranges. Four of these face forward, split between the left and right torsos, while the other two face backward short-range firepower further enhanced Holly SRM-6 two Sperry Browning Machine Guns, both in its left arm The BattleMaster is also adept at defending itself in close combat, including disengaging its PPC in an emergency for when it needs both hands. Versatile and powerful, the BattleMaster was one of the best known BattleMechs in existence.
Mech M Battlemaster ThinLeg
1
334
M
Medium Mech with Hands: an improvement or variation to the BattleMaster with thinner legs, higher Agility but at the risk of having legs less armored. Essentially the gunfighter of any team with a MPPC pistol in each hand, two LRM 6 packs in the torso, an SRM 6 pack on the right shoulder and overall common Mech availability. Less expensive, marginally lighter.
Mech M Battlemaster2
3
444
H
Donal PPC right arm. For close range combat, six Martell medium lasers, short to medium ranges. Four of these face forward, split between the left and right torsos, while the other two face backward short-range firepower further enhanced Holly SRM-6 two Sperry Browning Machine Guns, both in its left arm The BattleMaster is also adept at defending itself in close combat, including disengaging its PPC in an emergency for when it needs both hands. Versatile and powerful, the BattleMaster was one of the best known BattleMechs in existence.
Mech M CAV Warhawk 1 -1
1
12
H
locations are no longer necessary but this layout is maintained for reference
Mech M Catapult
3
424
M
The Catapult is an offense oriented, second-line fire-support BattleMech initially produced from 2561 to 2563 on a limited contract for the Terran Hegemony. Representing Hollis Incorporated's first foray into the 'Mech market, the Catapult was produced in record numbers over its initial three-year period from the company's brand-new, state-of-the-art factory. However, when the contract came up for review in 2563, the Hegemony decided not to renew it; while the Catapult had performed adequately at its role, it was not quite what they wanted. With large numbers of the 'Mech still in the field, the Catapult would continue to see use in the Star League Defense Force with second-line and specialist formations such as mountaineering regiments. When the factory constructing them switched over to the more-successful BattleMaster, Hollis' limited production of spare parts couldn't keep the design's numbers from dwindling.[5][6] When the Star League fell, many of the remaining Catapults joined Aleksandr Kerensky on his Exodus. The Capellan Confederation collected most of the Catapults that remained in the Inner Sphere, and the Hollis factory on Corey briefly produced new models and spare parts. At the same time, the Draconis Combine managed to seize a sizable force in their capture of Dieron. The renewed production ended when the Corey factory was destroyed at the onset of the First Succession War, ensuring the rarity of the Catapult during the rest of that bloody era. Entire invasions were commenced simply to seize the remaining number of these 'Mechs, particularly those launched by the Federated Suns against the Confederation.[5][6] The primary weapons of the Catapult are two Holly LRM-15 launchers which allow the Catapult to give friendly units fire support at ranges of over 600 meters. In case an enemy closes to within the LRMs' minimum range the 'Mech carries four Martell medium lasers, which are usually enough to dissuade most light and medium 'Mechs from closing with the Catapult. Since the Catapult was designed to stand well behind the main line of battle, it lacks anti-infantry weapons or arms for close-quarters combat. Its greatest weakness though is ammunition: only one ton, or eight reloads, for each launchers gives the Catapult a level of endurance which is barely acceptable.[8][5][6] Ten tons of armor, fifteen heat sinks and a cruising speed of 43.2 km/h serves the Catapult well in its mission of launching Long Range Missiles on the enemy from great distances while minimizing the risk of return fire. The use of four jump jets in the left and right rear torso gives the Catapult a jumping distance of one hundred and twenty meters and the ability to pace faster units over broken terrain.
Mech M Crusader
2
M
The Crusader was initially designed as a close combat BattleMech for the Star League Defense Force, but soon proved itself to be a very adaptable, multirole design. This reliable workhorse of the SLDF, while not excelling in any one job, was quite capable of accomplishing just about any mission, whether it be close assault, anti-aircraft, counterinsurgency, or even reconnaissance. Its versatility and large number of manufacturers ensured the Crusader its place as one of the most common heavy 'Mechs in the Inner Sphere.[1][5] The Crusader received its baptism of fire during the Reunification War and remained a common fixture in the regiments of the SLDF for many centuries. Even after the fall of the Star League, the various Successor States continued to field large numbers of Crusaders in their armies, thanks to factories located on Tharkad, Oliver, Asuncion and Bernardo. House Steiner in particular was a notable Crusader user, thanks in part to their well-trained technicians who could have damaged units turned around and ready to fight in a single day.[1][5] A variety of new production variants and field modification kits were turned out for the Crusader after the recovery of the Helm Memory Core, just in time for the Clan Invasion.[6]
Mech M Griffin
2
533
M
originally classified heavy. tremendous speed and firepower later reclassified as medium and tasked with long-range fire. good striking power, endurance, and speed, lack of close-range weapons. primary weapon PPC right arm, Delta Dart LRM-10 launcher over right shoulder. LRM also gives some indirect fire support. lack of short-range weapons, all of its weapons are located on the right side. The 'Mech is however equipped with two powerful battle fists for hand-to-hand combat. five jump jets rear torso distance of 150 meters, suffers from insufficient heat capacity. pilots must choose at outset to fight or withdraw.
Mech M MKE-3 "Mikey"
435
M
-
Mech M Rifleman
2
436
H
definitive anti-aircraft 'Mech Designed as a medium fire-support ill-suited as a front-line combatant. combination of long-ranged weaponry, rapid-fire autocannons, excellent targeting and tracking system RFL-3N replacing some of its heat-intensive energy weapons with autocannons. JagerMech, featured several improvements over the older 'Mech but did not wholly replace it, instead complementing it whenever the two served in the same unit together. Rifleman's focus on fire-support and anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. two Magna Mk. III Large Lasers paired with two Imperator-A medium autocannons, one of each mounted in each arm. Two Magna Mk. II medium lasers were split between the side torsos to provide backup.
Mech M Rifleman Wasp
1
436
H
definitive anti-aircraft 'Mech Designed as a medium fire-support ill-suited as a front-line combatant. combination of long-ranged weaponry, rapid-fire autocannons, excellent targeting and tracking system RFL-3N replacing some of its heat-intensive energy weapons with autocannons. JagerMech, featured several improvements over the older 'Mech but did not wholly replace it, instead complementing it whenever the two served in the same unit together. Rifleman's focus on fire-support and anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. two Magna Mk. III Large Lasers paired with two Imperator-A medium autocannons, one of each mounted in each arm. Two Magna Mk. II medium lasers were split between the side torsos to provide backup.
Mech M ShadowHawk
454
M
A multirole BattleMech developed in 2550 during the Golden Age, the Shadow Hawk is a powerful fusion of maneuverability and firepower. With a mix of long-range and short-range weapons, good maneuverability thanks to jump jets, and excellent endurance, the Shadow Hawk has long been regarded as one of the best 'Mechs in its weight class. The Shadow Hawk is equally adept whether commanding a reconnaissance company or serving as a spotter for heavy and assault lances. Earthwerks was able to create an updated variant of the Shadow Hawk, the SHD-5M, in time for the Clan Invasion.[10] Starting in the summer of 3066, improved versions of venerable designs like the Shadow Hawk.
Mech M Trebuchet
445
M
The Trebuchet (Trenchbucket) blend of long- and short-range fire support designed from the beginning to work as part of a lance instead of functioning as a stand-alone model. TBT-5N features respectable firepower, 86.4 km/h main drawback low ammo original TBT-3C models proved to be too difficult to repair and produce back to the drawing board to create the TBT-5N using less advanced technology. Free Worlds League often partnered the Trebuchet with the Archer, while lances consisting of an Archer, two Trebuchet's and a Centurion became a common configuration The primary weapons pair of Zeus LRM-15 launchers in its right torso and left arm. close range work is a trio of Magna Mk II medium lasers, two in its right arm and one in its left, which provide the Trebuchet with firepower when the LRM ammunition has been depleted. proficient as a brawler, though its physical blows lack the same weight as heavier 'Mechs.
Mech VH CAV Chancellor 1-1
1
346
H
Grenade launchers in knees and twin Heavy Lasers in each arm
Mech VH CAV Enforcer
1
256
VH
The magnetic accelerator cannon anti-armor weapon, a MAC consists of alternating negative and positive charged "rings" to create a magnetic field to propel a conductive projectile down its barrel. The projectile, typically a SABOT encased penetrator rod, relies on its high speed and kinetic energy to damage the target.
Mech VH CAV Pillager 1 -1
1
544
VH
Mine dropper and drone mesh launchers
Mech VL Utility Walker AW-3
422
LV
A utility mech autonomous or with a pilot, armed with VL or L versions of larger weaponry cousins.
SS Blizzard
525
L
Imperial Transtar 1010 series E "Blizzard'' Crew: 1 Maneuvering Thrust: 0.156 km/s/s Mass: 150 tons Armor: Crystanium w/belt Atmospheric Capability: Full Predecessor "Hawk" fighters, Imperial Transtar's Blizzard is a very rugged and popular design. Disruptor gun main armament restricts this interceptor to close-in work, but the torpedoes provide flexibility rare in such small combat machines.
SS Fighter A
SS Fighter A-1
SS Fighter B
SS Fighter C
SS Hellbender HCR
M
newly refitted ships sporting a dramatically updated performance is as ambivalent as the original due to mediocre shielding, nonexistent point defenses, and rather low speed extremely reliable and maintenance friendly. pilots now enjoy greater combat survivability
SS Lance Electra
SS Night Hawk
Night Hawk's lack of warheads actually works in its favor in locales where such ordnance is hard to come by and supply ships may be few and far between.
SS Pit Viper
623
VL
Commentary: An indigenous House Devon design, the Pit Viper has proven to be a popular point defense fighter within its home province, as well as in those to which it has been exported. Pilots like its acceleration, while procurement officers like the low price tag. There are no foreign licensing agreements to build the Pit Viper at this time, but many shadier firms took advantage of the Devonians' absence during the Terran-Hatchling War to pirate the design for themselves. The best thing that the Pit Viper has going for it is that it's cheaper than dirt. Due to the fact that its design has more or less fallen into the public domain (despite House Devon's protests to the contrary), parts are plentiful and readily available. There's little worse than having to try to fix up a ship when you're light-years away from the parts you need to effect the repairs. That's not a problem with this ship. The Pit Viper is purely a nuisance fighter. Don't plan to bring the house down with these little guys. Pit Vipers are useless against any vessel with an armor value greater than 2, so keep that in mind when you're allocating their attacks.
SS Salamander
well­-rounded combatant, forms the backbone of many heavy fighter squadrons based on the frontier. parts and supplies for the Sala­mander are almost always readily available. best all-purpose fighter cur­rently around.
SS Spirit Rider
M
Transtar's Night Hawk attrition fighter of choice; Meld Laser good for larger vessels, while its Splatterguns make short work of enemy SPAC Fighters short range. devastating "Medium + 10" Splatterguns. Oddly enough, the best counter to a Night Hawk is the lowly Thun­der Bird or a pair of Spirit Riders.
SS Talon
SS Teal Hawk
435
M
Maneuvering Thrust: 0.177 km/s/s Mass: 300t. among the otherwise successful "Hawk" series of fighters Teal Hawk is very fast, well-armored, and reasonably maneuverable, They started retrofitting the Teal Hawks with two of their smallest new weapons, the deadly Khanjar, with one apiece for the pilot and gunner. The result is a ship that can engage even the fastest of targets, has a increased torpedo load and both pilot and gunner can actively join the fight, where the original weapons fit prohibited such efficiency.
SS Thunderbird H
546
L
Mass: 200 tons Translight: None
SS Viper (BSG)
L
The Viper Mark II is a single seat fighter aerospace craft used by the Colonial Fleet during the First Cylon War. The fighter served with distinction, proving to be a capable fighting vehicle and winning renown across the Twelve Colonies; the Mark II is regarded as instrumental in ensuring that the Colonials did not lose the original Cylon War [4]. Eventually, the Mark II was succeeded in service by the larger, and more advanced Viper Mark III (Blood & Chrome), in the later years of the War, however, the Mark II was still utilized by the military up to and following the Armistice (TRS: "Razor Flashbacks"). Owing to the iconic status that the Mark II achieved during its operational years, a squadron of 40 planes are chosen for preservation in the Battlestar Galactica History Museum. These Vipers are later brought back online to defend Galactica, and later its civilian fleet, following the sudden Cylon attack on the Colonies (TRS: Miniseries).
Ship Capt Sumsuch
Ship Morgan at Brimstone
333
M
Tank APC Badger
4
M
Usually performing as a limber and general APC transport, Badger APC has turreted twin-M guns (and non-Turreted versions), comes in a wheeled version (1 speed faster), of a standard APC utility vehicle.
Tank APC HISS
4
332
H
Rocket pod options. The Cobra High Speed Sentry ("HISS") Tank V2 option is 2 three-tube Hvy MLRS and two Medium AC10's. An alternate version has no belly structure like the original and is a much improved design; but the original with the large belly was for up to two squads or one squad and one 4x4, two cycles or 1 heavy trike/equivalent, and up to two Light ATGs, supplies, camp equipment etc.
Tank APC HISS V3 Wheeled
4
H
The Cobra High Speed Sentry ("HISS") Tank which we believe is more an APC, has been the dominant tank by Cobra forces. The HISS has been upgraded and remodeled over time, but all variants share a similar general design. Like most GI JOE franchise toys the design is more marketing than military sense. HISS and is a much improved design; holds up to two squads or one squad and 1 light 4x4, 2 cycles or 1 heavy trike or equivalent load of equipment such as small ATGs, camp equipment etc.
Tank APC Mongoose Limber AA
321
H
Tracked vehicle with open back onto which a platform of missiles have been loaded but which can also be loaded with other things such as construction equipment, bridging, habitation units, etc. Also serves as an artillery/gun limber.
Tank Turan IV (twin 50mm)
2
335
H
Twin-50mm Tank Guns (all light guns fire twice each time, so the Turan has 4 light shots per firing), enable the medium Turan IV tank to have a respectable presence and good staying power on the battlefield. A single barrel AC10 option is also available and the sponson turret twin MGs on each hull side shown here were conceptual only and only one or two prototypes were released. It could also be argued the 50mm tank guns are medium quality because of advances in core metals.
Tank Turan IV (twin 50mm)
2
335
H
Twin-50mm Tank Guns (all light guns fire twice each time, so the Turan has 4 light shots per firing), enable the medium Turan IV tank to have a respectable presence and good staying power on the battlefield. A single barrel AC10 option is also available and the sponson turret twin MGs on each hull side shown here were conceptual only and only one or two prototypes were released. It could also be argued the 50mm tank guns are medium quality because of advances in core metals.
Tank Turan IV Hover 1-1
2
3
L
Whether this is a skirt of air is debatable.
Tank Turan IV Hover 1-1
2
3
L
Whether this is a skirt of air is debatable.
Terrain Battle Bunker GIJoe
M
Terrain Battle Bunker GIJoe
Terrain Battle Bunker GIJoe
M
Terrain Battle Bunker GIJoe
Terrain Bunker 1-1
4
4
Terrain Facility 1-1
2
Terrain Facility Piping
1
Terrain Facility Pumps
1
Terrain Facility Transformers
1
Terrain Power Generator 1-1
2
Terrain Power Unit 1-1
4
Terrain Radar Tower 1 -1
2
Terrain Refinery 1
Terrain Repair Facility 1 -1
4
A large multi-functional repair facility for any size mech
Terrain Tatooine-style 1-1
2
a hex of small buildings
Terrain Warehouse 1-1
2
Watercraft GI Joe Water Mocassin
M
The Water Moccasin is a fast attack craft used in "brown waters" (rivers, lakes, swamps, etc), with a displacement of 3.35 tons. It has a maximum speed of 28 knots and maximum range of 370 nautical miles.
Watercraft GIJoe SHARC
L
The S.H.A.R.C. is the most advanced single-man submersible aircraft in the world. The Joes, always on the forefront of developing technology, have continually upgraded the S.H.A.R.C. with the latest in communications and weaponry. While the Skystriker is the master of the air, the S.H.A.R.C. is the master of the deep. With its ability to move from water to air and back again, the S.H.A.R.C. is an amazing feat of technology but it is advised to avoid any dogfighting, as the S.H.A.R.C. is not nearly as maneuverable in the air.
z Drop Ship Leopard
AE
All drop ships of this size are essentially landing fortresses but their armor is debatable, unless weight has nothing to do with the technology e.g. they are anti-gravitational but there must be a limit to size. A DropShip is defined as a type of spaceship massing between 200 and 100,000 tons that is itself incapable of faster-than-light (FTL) travel. They essentially conduct all other aspects of space travel, including transit between planets and jump points and planetary landings. For FTL interstellar movement, they dock with JumpShips by means of a docking collar. DropShips are the workhorse of interplanetary space travel. It is the DropShips (and occasionally their smaller cousins, the Small Craft) that move cargo and passengers between planetary surfaces, orbits, space stations and jump points. . Spheroid DropShips are so named for their rounded hulls, making them easier and cheaper to construct. Their simple design also makes them sturdier and allows them to be built much larger than aerodyne DropShips, with the largest spheroid outmassing the largest aerodyne many times over. Spheroid DropShips have a single engine drive positioned on the ship's bottom which is used to vertically descend onto a planetary surface and take off in the same way. This allows spheroid DropShips to operate independent from runways or even spaceports, making them ideal for exploring unknown planets and giving them a tactical advantage in military operations. However, their simple and versatile landing and takeoff pattern requires more fuel and can cause significant damage to the ground. They also cannot travel through the atmosphere as quickly as aerodyne vessels and their method of flight is more unstable, making them less practical for atmospheric combat. A complex system of thrusters positioned around the hull and controlled by the main computer helps make atmospheric flight and landing possible, but if these systems are damaged a spheroid DropShip can easily lose control and crash.[1][2][4][3][5]
z Drop Ship Spherical
AE
All drop ships of this size are essentially landing fortresses but their armor is debatable, unless weight has nothing to do with the technology e.g. they are anti-gravitational but there must be a limit to size. A DropShip is defined as a type of spaceship massing between 200 and 100,000 tons that is itself incapable of faster-than-light (FTL) travel. They essentially conduct all other aspects of space travel, including transit between planets and jump points and planetary landings. For FTL interstellar movement, they dock with JumpShips by means of a docking collar. DropShips are the workhorse of interplanetary space travel. It is the DropShips (and occasionally their smaller cousins, the Small Craft) that move cargo and passengers between planetary surfaces, orbits, space stations and jump points. . Spheroid DropShips are so named for their rounded hulls, making them easier and cheaper to construct. Their simple design also makes them sturdier and allows them to be built much larger than aerodyne DropShips, with the largest spheroid outmassing the largest aerodyne many times over. Spheroid DropShips have a single engine drive positioned on the ship's bottom which is used to vertically descend onto a planetary surface and take off in the same way. This allows spheroid DropShips to operate independent from runways or even spaceports, making them ideal for exploring unknown planets and giving them a tactical advantage in military operations. However, their simple and versatile landing and takeoff pattern requires more fuel and can cause significant damage to the ground. They also cannot travel through the atmosphere as quickly as aerodyne vessels and their method of flight is more unstable, making them less practical for atmospheric combat. A complex system of thrusters positioned around the hull and controlled by the main computer helps make atmospheric flight and landing possible, but if these systems are damaged a spheroid DropShip can easily lose control and crash.[1][2][4][3][5]
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