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HCN Vehicles, Guns, Mechs, Terrain, Starships Database
HCN Vehicles, Guns, Mechs, Terrain, Starships Database
HCN Vehicles, Guns, Mechs, Terrain, Starships Database
Note: Very Light Mechs are shown as "LV" not "VL"
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Name | IHL | Cmdr image | MDC | Size | Image | indexpagedesc |
|---|---|---|---|---|---|---|
APC 4W Badger Prime Mover | 1 | 111 | 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 8W Bladerunner 1-1 | 5 | M | -----------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 GI Joe Snow Cat-1 | 1 | 323 | M | The Snow Cat relies on a fire-resistant fiberglass chassis, small arms resistant armor, and a modified engine. SRM4. Crew of 2 with 2sp cargo; 1 squad of infantry can cling to external hardpoints and the vehicle can tow heavy trailers and other equipment. | ||
APC Hover 1 -1 NYM | 6 | LV | '-----------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 | 4 | LV | -----------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 Cycle 1-1 NYM | 2 | LV | -----------Not In Production (NIP)----------Armored Motorcycle deprecated | |||
APC Jeep Hov/4W Prowler | 2 | 522 | LV | A hover version of the popular and common Victory Motors VM-204 Prowler typically multiuse and usually seen with mortar teams. Various kinds of turreted guns can be placed into the hardpoints of the back area. Large conical emitters provide even more stealth ability, emitting various levels of diffraction and shielding, especially against lasers up to Heavy size. | ||
APC Jeep VAMP | 2 | 311 | LV | -----------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 | 321 | 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" | 2 | 521 | L | ORVN-12 "Raven" is an APC Transport HQ AA hovercraft. | ||
APC SRM10 Stryker | 2 | 311 | L | The Stryker Light Tank began as a joint project between Valiant Systems and Wunderland Enterprises on Johnsondale, forming Valiant Vehicles to produce it. Designed as a low-cost light fire support vehicle, it quickly became a staple of the AFFS after entering service in the early 31st century. Demand for the Stryker soon exceeded Valiant’s production capacity, cementing its place as a dependable frontline asset. | ||
Aircraft Cobra Firebat | 9 | L | The Firebat was a Cobra light assault jet, essentially a seat strapped to a rocket engine with minimal instrumentation, demanding highly skilled A.V.A.C. pilots. Weighing 5.7 tons, it reached 470 mph and had a range of 1,400 miles. Firebats were typically based at Terror Dromes, and featured folding wings so they could fit into the narrow launch silos used for rapid deployment. | |||
Aircraft Helo GI Joe Skyhawk | 422 | L | The Sky Hawk is a short-range VTOL armed with a double-barreled 20mm cannon, two 20mm Vulcans, and two Sidewinder air-to-surface missiles. Twin rotating turbofans provide thrust, aided by a horizontal airfoil and wind deflection panels for control. Used for reconnaissance and escort missions, its lightweight, versatile design allows it to operate in any environment and support heavier units effectively. | |||
Aircraft T-47 (Airspeeder) | 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. | ||||
Gun AA Missiles | AA | |||||
Gun AT 1 | 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 | M | Bolt firing 50mm cannon | ||||
Gun H Lascannon | 3 | H | The Lascannon is a powerful laser weapon for destroying armored vehicles. Its high strength and armor-piercing beam make it a top anti-tank option, especially when twin-linked. Heavy weight and high power use mean slow firing and poor anti-personnel performance. Usually mounted on tanks or Sentinels, or crewed by two Guardsmen, its large barrel reflects the energy needed for each devastating shot. | |||
Gun Howitzer | H | common 105mm howitzer | ||||
Gun Howitzer Twin-Pack | - | 000 | H | The HTP-105 is a twin backpack adaptation configuration for medium to heavy mechs. Adding this pack to provide for heavy artillery support removes a mech's jump ability and it cannot be dropped unless via drop pod. | ||
Gun Missile SRM pod | H | Short range SRM pod | ||||
Gun Tower Deathstar type | M | |||||
Gun Tower Hoth | 4 | M | P-Tower (1.4 FD) was a light, fixed anti-vehicle emplacement by Atgar Space Defense. A single laser fired from an energy dish with 16 micropower routers and eight power-conversion cells. Rotating base offered 360° fire; rated −73°C to 49°C. Cheap, rugged, and widely used in the Clone Wars and Civil War, it struggled versus armored walkers and was later retired. Powered units have ECM that foil rangefinders unless power is cut. | |||
Gun Tower Rifleman Arm | 1 | 011 | M | Twin AC10 or twin Large Lasers | ||
Mech A Charger 2a2 Hatchet | 3 | 553 | A | Heavy Scout Assault mech: Carries five LRM-10-style rocket launchers, no reloads, 5 small lasers spread across arms, torso, and head. Its lasers are meant mainly for infantry or light vehicles, its real threat comes from closing to melee range where its huge fists (if it doesnt have the ML left hand) can smash enemy ‘Mechs or its axe if it drops the LL right hand pistol. | ||
Mech A Goliath | 4 | 253 | A | Built in 2652 by Brigadier, the 80-ton Goliath trades speed for heavy armor and firepower as a general assault ‘Mech. Bias against quad designs kept numbers low until the 3060s, when production surged and its reputation rose. By the late 3060s it was once again a respected frontline brawler. In 3143, Clan Wolf captured Corean’s Stewart plant and converted the GOL-6M line to produce a Clan version. | ||
Mech A Longbow | 3 | 254 | A | The 85-ton Longbow is a dedicated fire-support ‘Mech specializing in long-range bombardment. It carries 2 LRM-20s and 2 LRM-5s plus 2 medium lasers for defense. Designed to stay behind the lines, it rains missiles with devastating accuracy. Pros: exceptional long-range firepower, durable armor. Cons: weak close-range defense, poor mobility, and high ammo dependence in extended battles.
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Mech A Stalker | 3 | 254 | A | The 85-ton Stalker is a slow but devastating assault ‘Mech designed for frontline breakthroughs. It mounts 2 LRM-10s, 2 SRM-6s, 4 medium lasers, and 2 large lasers for overwhelming short-to-mid-range firepower. Pros: immense armor, flexible loadout, excellent staying power. Cons: sluggish speed, poor heat control, and limited maneuverability in open terrain. | ||
Mech H Avatar | 3 | 533 | H | the 70-ton Avatar was reverse-engineered from captured Vulture tech after Luthien. Fielded mainly by DCMS Clan-border units in the 3050s, some served ComStar and the FedCom. After LAW was lost in the Jihad, GM, StarCorps, and Victory kept it in production. It has 34 tons of pod space, two fixed medium lasers, and flexible loadouts including a primary with twin LRM-10s and an LB 10-X. | ||
Mech H Banshax | 4 | 353 | A | The Banshee is a heavy-class ‘Mech introduced in 2445 by the Terran Hegemony, built for close assault but originally undergunned. With a GM 380 fusion engine, 15 tons of armor, PPC, AC/5, and lasers, it was criticized for poor firepower but later refits upgraded weapons and cooling. Remains iconic. | ||
Mech H BattleAxe | 3 | 444 | H | Lightly armored at nine tons, the BattleAxe suffered from severe heat issues and was replaced by the Hammerhands. The BKX-7K variant carried twin Donal PPCs, twin LRM-5s, and a Harpoon-6 SRM-6 for all-range firepower. Hammerhands is too identical to this mech to be separately offered on this website; BX will suffice. | ||
Mech H Cataphract | 3 | 355 | H | heavy ‘Mech built from Marauder, Shadow Hawk, and Phoenix Hawk the Cataphract was one of the Capellan Confederation’s first original designs, Its main gun is a GM Nova-5 Ultra AC/5 in the right arm, firing twice as fast as normal. Backing it up, a Mydron Excel LB 10-X in the torso offers solid or cluster shots. Four Intek medium lasers, including two rear-facing, round out its firepower. | ||
Mech H Champion-1 | 534 | M | The Champion debuted in 2602 as Bergan Industries’ follow-up to the Locust, a generalist built for heavy recon and fast strikes. Faster and more agile than typical heavies, it was still criticized as too big, underarmed, and underarmored. Earthwerks even pitched a cheaper, similarly capable Griffin variant, fueling doubts about the Champion’s value despite its intended versatility. | |||
Mech H Champion-3L | 2 | 435 | M | The Champion debuted in 2602 as Bergan Industries’ follow-up to the Locust, a generalist built for heavy recon and fast strikes. Faster and more agile than typical heavies, it was still criticized as too big, underarmed, and underarmored. Earthwerks even pitched a cheaper, similarly capable Griffin variant, fueling doubts about the Champion’s value despite its intended versatility. | ||
Mech H Crusader | 3 | 557 | M | The Crusader began as an SLDF close-combat ‘Mech but evolved into a versatile heavy design used for assault, recon, and general combat. Mass-produced, it stayed common after the Star League’s fall, especially with House Steiner. Later variants emerged after the Helm Memory Core and through the Clan Invasion and Jihad. LRM-15s, SRM-6s, medium lasers, and machine guns give strong mixed-range power, though heat issues persist. | ||
Mech H Grasshopper | 3 | 443 | H | The Grasshopper is a stealthy hunter-killer built to chase light and medium ‘Mechs, mixing heavy ‘Mech toughness with lighter mobility. It runs 64.8 km/h and uses four jump jets for 120-meter leaps. Short-range energy weapons and strong heat dissipation reduce ammo needs. Thirteen tons of armor keep it in the fight, and a torso-mounted main gun lets it stay dangerous even if its arms are blown off. | ||
Mech H JagerBack | 4 | 355 | H | This Victory Motors version of the JagerMech removes the AA function and the AC's in favor of the devastating Hunchback's AC20 on the right shoulder | ||
Mech H Jagermech | 3 | 344 | H | The JagerMech was designed by Kallon Industries as an anti-air and long-range fire support unit (to fix flaws in the Rifleman: overheating, light armor, and limited ammo). Engineers couldn’t improve armor, reasoning its long-range autocannons kept it out of return fire. | ||
Mech H MadCat III | 546 | 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 | 445 | H | the Marauder wields two Magna Hellstar PPCs and a Whirlwind AC/5 for strong long-range punch. Its arm-mounted PPCs use ball-and-socket joints for fast tracking and can survive brutal melee. A three-round 120mm burst feeds from one ton of ammo. Two medium lasers in the gauntlets cover close range. Its firepower and advanced electronics made it a fan favorite. | ||
Mech H Ostroc | 3 | 433 | H | The Ostroc is a 60-ton heavy ‘Mech introduced in 2511 for urban combat, its low profile and walker frame making it hard to spot. Fast, well-armored, and packing solid short- and medium-range firepower, it doubled as a heavy scout and raider. Rare due to low production, it still fought in major Star League and Succession War battles. Revived in 3067 for the Capellans, it carries dual large and medium lasers and an SRM-4. | ||
Mech H Praying Mantis | 3 | 445 | M | BattleMaster/Doberman from Victory Motors | ||
Mech H Rifleman | 435 | H | definitive anti-aircraft and fire-support ‘Mech, poorly suited for front-line brawling. Its long-range weapons, rapid-fire autocannons, and excellent tracking made it effective against aircraft. The RFL-3N swapped some heat-heavy energy guns for autocannons. Often paired with the JagerMech, it focused entirely on ranged firepower: twin large lasers and twin medium autocannons in the arms, plus two medium lasers in the torso | |||
Mech H Stalker 3F | 3 | 555 | The 85-ton Stalker has long anchored assault formations since debuting in 2594. Built for firepower and endurance during the Reunification War, it could engage at any range while absorbing heavy punishment. Slow yet steady, it spearheaded assaults or ambushed foes in cities. A downgrade variant drops it to 70–75 tons, turning it into a heavy ‘Mech rather than a full assault design. | |||
Mech H Viper | 3 | 344 | H | The Viper was a simple, durable heavy ‘Mech developed by Kallon Industries during the First Succession War, based on an enlarged Crusader. Introduced in the 29th century, it never reached mass production and vanished by the Third Succession War. Revived in the 32nd century after a blazer cache was found, it reentered service with the RAF. Twin Binary Lasers and three Medium Pulse Lasers replaced the originally planned ER PPCs. | ||
Mech H Vulture Mad Dog | 2 | 544 | H | The Mad Dog is a fast Clan heavy OmniMech known for long-range firepower. A second-generation design from Clan Smoke Jaguar derived from Lupus and Timber Wolf molds, its name mocks those Clans. Favored by Clan Ghost Bear, it carries 8.5 tons of ferro-fibrous armor, tough but not for prolonged brawls. Twin LRM-20s deliver heavy barrages, with pulse lasers to finish targets. Heat can spike in sustained fighting. | ||
Mech H Warhammer-1 | 3 | 345 | H | The Warhammer’s long service stemmed from its many factories across the Inner Sphere and Periphery. Designed as a mobile heavy hitter able to cripple peers or lighter foes, it became a favorite of legendary MechWarriors. New variants emerged for the Federated Suns, Capellans, Free Worlds League, and Lyrans, each using realm-specific tech. Several saw their first major combat in the FedCom Civil War. | ||
Mech L Chameleon v7 | 623 | L | The Chameleon is a 50-ton training BattleMech designed for versatility and balance. With two hands it can hold an Argra 3L Large Laser, two Argra 2L Medium Lasers in the torso and a rear-mounted Small Laser for anti-infantry defense. Fast, durable, and heat-efficient, it mimics the performance of many combat ‘Mechs, ideal for pilot instruction and field exercises. | |||
Mech L Commando | 2 | 623 | L | Introduced in 2463 by Coventry Metal Works, the Commando was one of the first light reconnaissance BattleMechs, fast but lightly armored. Its COM-2D variant of 2486 replaced lasers with SRMs, making it an effective striker for hit-and-run tactics. Serving the Lyran Commonwealth for centuries, it spread to other factions over time. The COM-2D mounts SRM-4, SRM-6, and a medium laser. | ||
Mech L Cossack PPC | 2 | 623 | L | The 20-ton Cossack is a light trooper ‘Mech built for mobility with a 97 km/h top speed and jump jets. It mounts an SRM-6, medium laser, and two small lasers. Pros: agile, decent short-range punch, and cheap to field in numbers. Cons: light armor, short range, and fragile XL engine. Works best in teams for flanking or harassment, not as a solo combatant.
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Mech L Javelin II | 2 | 439 | L | Donal ppc pistols | ||
Mech L Javelin Wasphead | 2 | 432 | L | The Javelin is a fast recon ‘Mech built for ambush and close support Originally from Caph until its 2774 destruction, it later became a Federated Suns scout. Production resumed in 3055 by Jalastar Aerospace. Twin Arrowlite SRM-6s provide punch, though light armor and a front-heavy frame make it fragile. A GM 180 engine, six jump jets, and ten heat sinks round out its agility. Several variants are capable. | ||
Mech L Jenner IIc MWO | 2 | 523 | L | The Jenner is a 35-ton quick-strike light ‘Mech built for speed and aggression. With high velocity jump jets, and solid firepower, it excels at flanking and attacking exposed rear armor. Thin protection means stopping is fatal, so pilots rely on constant movement and heat control. Like the Locust arm versions, the stock version lacks lateral traverse. | ||
Mech L Jenner JR-7-1 | 523 | L | Old 2784 design, the Jenner served as a fast guerrilla fighter anchoring highly mobile lances. Powered by a Magna 245 fusion engine it hit 118 km/h, and five Smithson Lifter jump jets let it leap 150 meters. Early models used a Diplan HD large laser and two Argra 27C mediums in a turret, though targeting bugs forced later refits. Speed and firepower were solid, yet the armor remained meager. | |||
Mech L Locust 1,2,3 | 2 | 523 | L | The Locust, first built by Bergan Industries in 2499, is one of the most common BattleMechs still in production. Designed for reconnaissance and quick strikes, its exceptional speed lets it outrun most foes, though its weapons and armor are light. It excels as a scout, surpassed mainly by jump-jet designs. In combat it often holds off enemies until support arrives, or swarms isolated targets in teams of three. | ||
Mech L Locust GS | 2 | 525 | L | "Gunslinger" arm-mounted (no hands) wide stance Rifleman weapons (2x AC2, 2x AC5) | ||
Mech L Locust LRM | 422 | L | 2x Shoulder mounted LRM10's | |||
Mech L Locust PPC | 525 | L | Arms with 2 Donal PPC "pistols" in hands. | |||
Mech L Locust RGLL | 526 | L | Arms/Hands: Railgun sniper rifle and Large Laser (phx hawk) | |||
Mech L Locust RM | L | Shoulder-mounted Rifleman guns: 2x AC5, 2x AC2 (extreme range) | ||||
Mech L Panther | 2 | 532 | L | The Panther is an iconic Draconis Combine fire-support light ‘Mech, first built in 2739. After early issues, the PNT-9R refit added a powerful PPC, better armor, and strong jump jets. Agile and tough for its size, it excels in cities and sniping from high ground, often paired with Jenners in the Succession Wars. Despite shifting production and clan turmoil, it remains common, with a PPC and SRM-4 requiring heat control. | ||
Mech L Stinger | 522 | L | The 20-ton Stinger is a nimble scout ‘Mech with a 91.6 km/h top speed and jump jets for 180 m leaps. Armed with a medium laser and two machine guns, it’s ideal for reconnaissance and infantry support. Pros: fast, jump-capable, and cool-running. Cons: light armor, weak armament, and poor survivability in direct combat against heavier opponents.
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Mech L Valkyrie-1 | 2 | 522 | L | The Valkyrie is a 30-ton light BattleMech designed for mobility and jump-capable strikes. It mounts an LRM-10 and a medium laser, giving it solid long- and short-range punch for its size. **Pros:** excellent jump range, good armor, versatile for recon or support. **Cons:** limited firepower, light tonnage restricts durability, and ammo dependence reduces endurance.
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Mech L Wasp-1 | 2 | 522 | L | The 20-ton WSP-1A Wasp is a light recon ‘Mech, not meant for frontline combat. It carries a medium laser and a leg-mounted SRM-2 with one ton of ammo, useful against infantry and vehicles. Six jump jets give it a 180-meter leap, compensating for its modest speed. With 10 heat sinks it can fire freely unless jumping heavily. Three tons of armor provide only average protection and cannot withstand repeated hits. | ||
Mech M Archer | 3 | 435 | M | The 70-ton Archer is a heavy fire-support ‘Mech armed with twin LRM-20s and four medium lasers. Designed for long-range missile barrages, it excels at softening or destroying targets from afar. Pros: powerful missile fire, strong armor, and good staying power. Cons: ammo-dependent, heat buildup in prolonged fights, and poor agility or close-combat performance.
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Mech M Archer II PPC | 3 | 435 | M | two PPC twin barrel pistols | ||
Mech M Assassin 023 | 2 | 623 | M | The 40-ton Assassin, built by Bergan Industries in 2676, is a fast scout and light striker meant to replace the Wasp and Stinger. Powered by a 280 engine and seven jump jets, it reaches 118 km/h and excels at recon and hit-and-run missions. Armed with an ER medium laser and SRM-2 launcher, it can harass but not endure prolonged fights. **Pros:** agile, jump-capable, evasive. **Cons:** light armor, weak firepower.
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Mech M Battlemaster | 3 | 356 | H | The BattleMaster mounts a Donal PPC and six Martell medium lasers—four facing forward and two backward for rear defense. Holly SRM-6 and two Sperry Browning machine guns. Capable of dropping the twin pistol-style PPC to use its hand, the BattleMaster is a versatile and iconic ‘Mech, renowned for its balance of power, armor, and adaptability across centuries of warfare. | ||
Mech M Battlemaster ThinLeg | 534 | M | 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 | M | The BattleMaster wields a Donal PPC in its right arm, backed by six Martell medium lasers, four forward and two rear-facing. A Holly SRM-6 boosts short-range punch, while two machine guns in the left arm handle infantry. Able to disable its PPC to free both hands, it excels in close combat. Powerful, flexible, and feared for generations, the BattleMaster remains one of the most famous ‘Mechs ever built. | ||
Mech M Catapult | 434 | M | The Catapult is a 65-ton fire-support BattleMech armed with twin LRM-15 launchers and twin medium lasers for close defense. Built for indirect fire and standoff strikes, it delivers heavy long-range missile barrages while keeping behind the front line. Pros: excellent ranged support, stable firing platform, versatile. Cons: limited armor, weak close-range combat, heavy ammo reliance.
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Mech M Enforcer | 2 | 454 | M | an autocannon-focused design with strong frontal armor and jump capability, serving as both a barrage platform and frontline trooper. Durable, mobile, and cost-effective, it excelled in city fighting and hit-and-run tactics, though its weak rear armor and limited ammo were major flaws. Its main armament is the AC/10, backed by a large laser for medium range and a small laser for close combat. | ||
Mech M Griffin | 433 | M | 55-ton medium ’Mech built for mobile fire support. It typically carries a PPC and an LRM-10 (with ammo) and features jump-jets for enhanced terrain mobility. **Pros:** long-range firepower, good speed for its class, jump capability lets it reposition quickly. **Cons:** weak at close range due to poor short-range weapons and same-side load-out; vulnerable if enemies close in and one shoulder takes heavy damage. ([sarna.net] | |||
Mech M Griffin Sniper | 3 | 444 | M | Mech QuirkS: Griffin
Rugged Structure +50% Structure Points, 50% Crit Resist
Primitive Cockpit
Primitive
Pilot Affinity: Nimble
15% more jumping distance | ||
Mech M Hatchetman | 343 | M | The Hatchetman is a 45-ton close-combat BattleMech built for urban warfare. Its signature hatchet lets it devastate enemies in melee, supported by an AC/10 for ranged punch and a medium laser for backup. Pros: powerful at close range, intimidating shock unit, sturdy armor. Cons: slow for its size, poor long-range ability, vulnerable to faster or missile-armed foes.
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Mech M Javback | 2 | 443 | M | The Javelin is a fast recon ‘Mech built for ambush and close support, earning the line “sneaky as a Javelin.” Originally from Caph until its 2774 destruction, it later became a Federated Suns scout. Production resumed in 3055 by Jalastar Aerospace. Twin Arrowlite SRM-6s provide punch, though light armor and a front-heavy frame make it fragile. A GM 180 engine, six jump jets, and ten heat sinks round out its agility. | ||
Mech M MKE-3 "Mikey" | 2 | 435 | M | Based on the single pelvis mounted laser mech with speakers instead of arms and weapons. | ||
Mech M Phoenix Hawk-1 | 3 | 622 | M | The Phoenix Hawk was created when Orguss Industries reinforced the Stinger chassis to keep its speed and agility while boosting armor, weapons, and electronics. It soon became the benchmark for recon ‘Mechs. Its main weapon is a Harmon large laser in the right arm, supported by two Harmon medium lasers in the forearms for close combat, plus twin M100 heavy machine guns in the arms to deter infantry. | ||
Mech M Pugilist 2/FT | 2 | 433 | M | Known invariably as the "Pug" across the Inner Sphere, the Pugilist is a reliable and sturdy trooper and garrison Mech.
Armed with a PPC, Mech Mortar/4, two machine guns and a set of Medium Lasers, the Pugilist is a perennial favorite of KC Mechworks' product line.
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Mech M ShadowHawk | 2 | 454 | M | The Shadow Hawk is a versatile medium BattleMech (55 tons) valued for its balance of speed, armor, and firepower. Armed with an AC/5, LRM-5, SRM-2, and a medium laser, it excels at mid-range combat. **Pros:** adaptable, durable, good mobility, effective in varied roles. **Cons:** limited firepower, heat buildup, and lacks specialization against heavier opponents.
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Mech M Trebuchet | 2 | 445 | M | The Trebuchet (Trenchbucket) is a lance-focused fire-support 'Mech blending long- and short-range weapons. Model TBT-5N mounts twin Zeus LRM-15s plus three Magna Mk II medium lasers for close-in work, reaches 86.4 km/h, and trades endurance for mobility with limited ammo. Redesigned from the repair-troublesome TBT-3C, it commonly fought with Archers and Centurions and can brawl despite lighter melee punch. Versatile core unit. | ||
Mech M Vulcan | 2 | 533 | M | The Vulcan is a 40-ton light BattleMech built for anti-infantry and urban combat. Its weapons include a TharHes Ultra AC/2 for ranged fire, a Flamethrower and Machine Guns for clearing infantry, and a Medium Laser for backup. Pros: fast, durable for its size, and ideal for city or garrison defense. Cons: limited punch against heavier 'Mechs and low ammo endurance in prolonged fights. | ||
Mech M Vulcan II | 2 | 532 | M | The Vulcan is a nimble light BattleMech built for anti-infantry and reconnaissance roles. Typically armed with a powerful Flamer, a Machine Gun, and an Autocannon/2 or AC/5 depending on variant, it excels at clearing infantry and light vehicles. Jump jets add mobility, though its light armor limits staying power in prolonged fights or against heavier foes. | ||
Mech M Wasp Rifleman | 435 | M | modified Wasp; AA duty like a smaller version of rifleman, medium fire-support
ill-suited as a front-line combatant.
combination of long-ranged weaponry,
rapid-fire autocannons, excellent targeting and tracking system for aerospace. RFL-3N replacing some of its heat-intensive energy weapons with autocannons. | |||
Mech M Whitworth | 1 | 333 | M | The 40-ton Whitworth, introduced around 2610, was designed as a missile support ‘Mech bridging light and medium classes. It mounts twin LRM-10s for strong long-range fire, three medium lasers for backup, and four jump jets for agility. Pros: solid armor, dependable ranged punch, and decent mobility over terrain. Cons: slow for its size, weak in close combat, and prone to actuator issues.
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Mech M Wolverine | 3 | 533 | M | The 55-ton Wolverine is a versatile medium ‘Mech built for mobility and flexibility. Armed with an AC/5, SRM launcher, and medium laser, it balances range and close-combat punch. Pros: durable armor, adaptable loadouts, and jump jet mobility. Cons: limited hardpoints, mediocre at extreme ranges, and a broad profile that makes it easier to hit.
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Mech Site M Rock Breaker | 2 | 222 | M | Construction/Mining mech for breaking up rock formations, harvesting to dump trucks, can also be used as recovery mech | ||
Mech VH Doberman TC | 355 | VH | 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 VH Thug | 364 | VH | For long-range striking power, Tiegart Particle Projector Cannon in each arm, similar in performance found on the Warhammer yet ten percent smaller Bical-6 SRM launcher mounted in each side torso protected by a dilating cover when not in use. Eighteen double heat sinks superior heat dissipation compared to the Warhammer fifteen and a half tons of armor, more than half again as much carried by the Warhammer. | |||
Mech VH Thunderbolt | 364 | VH | The Thunderbolt, introduced in 2491 as a planetary-assault ‘Mech, was among the heaviest of its era. Nicknamed the T-Bolt or Thud, it evolved through updates to stay formidable and versatile. Its powerful mixed arsenal and heavy armor let it fill many combat roles, rivaling some assault ‘Mechs. However, it suffers from poor heat management despite its durable frame and roomy cockpit. | |||
SS AS Tau Barracuda | 633 | H | The Barracuda is the T'au Air Caste’s main atmospheric fighter, balancing speed, agility, and advanced electronics. Though slower than the Imperial Thunderbolt or Lightning, it outmaneuvers them with superior handling and pilot skill. In dogfights, it rivals the Thunderbolt closely—sacrificing top speed for exceptional maneuverability and targeting precision. | |||
SS Blizzard | 525 | M | 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 AS Condor | 322 | M | Victory Aerospace | |||
SS Fighter AS F-45 | 511 | L | Victory Aerospace | |||
SS Fighter B | ||||||
SS Fighter C | ||||||
SS Fighter H AS Avenger | 2 | 443 | H | Victory Aerospace | ||
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 | The Pit Viper is a cheap, agile point-defense fighter from House Devon, favored for its acceleration and easy maintenance. Its design became widely pirated during the Terran-Hatchling War, making parts abundant but quality inconsistent. Though popular for affordability, it’s weak in combat—ineffective against any ship with armor above rating 2—best used in swarms or support roles. | |||
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.
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SS Spacestation K-7 | Spacestation K-7 | |||||
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 | 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 was a single-seat Colonial Fleet fighter from the First Cylon War, famed for its agility and key role in securing victory for the Twelve Colonies. Later replaced by the Viper Mark III, it still served through the Armistice. Its legendary status led to 40 preserved units aboard the Battlestar Galactica, which were reactivated to defend against the renewed Cylon assault. | ||||
SS Zaxxon | 2 | 522 | M | |||
SS/Aircraft Daggar | 622 | 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. | |||
Ship ST Bragg Rebel Price | ||||||
Ship ST Caron Cinc Louis | 444 | H | guns F-2 R-2 L-4 R-4 | |||
Ship ST Eastport Essex Benton | 444 | |||||
Ship ST Marmora Signal Rose | ||||||
Ship ST Romeo Era Tyler | ||||||
Ship ST USS Cricket | 333 | |||||
Ship ST VanDorn Beau Lovell | 334 | |||||
Ship Sail Caravel 1 | ||||||
Ship Sail Carrack 1 | ||||||
Ship Sail Galleon Morgan | 333 | H | ||||
Ship Sail Galleon Sumsuch | 333 | |||||
Ship Sail Lateen Barbary | 422 | |||||
Ship Sail Spanish Shoals | 333 | |||||
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 | 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 | 333 | H | Cobra High Speed Sentry ("HISS") Tank (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 toys the design is more marketing than military sense. the VM much improved design two squads, trikes/motorcycles, 2-person 4x4 and small artillery pieces can be transported inside. | |||
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 Hover L | 2 | 211 | M | -----------Not In Production (NIP)----------
Hovercraft are all-terrain capable and this version has a tank turret.
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Tank Turan IV (twin 50mm) | 335 | H | Armed with twin 50mm tank guns the Turan IV boasts solid battlefield presence and durability. A single-barrel AC/10 variant also exists. Though early concepts showed twin sponson MGs per hull side, only one or two prototypes featured them. Advances in core metals arguably elevate its 50mm armament to medium-grade performance. | |||
Tank Turan IV Hover 1-1 | 3 | L | Whether this is a skirt of air is debatable.
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Tank Whirlwind Hover Tank | 422 | H | Initially designed dual role vehicle suited Anti-Aircraft Escort and IFV, armed with a pair of turret-mounted Autocannon/2s pair of medium lasers, also turret. coupled with the Whirlwind's speed allows to keep at range from most enemies and pepper them with autocannon fire. The Whirlwind also has a half ton cargo bay to transport infantry | |||
Terrain Battle Bunker GIJoe | M | Terrain Battle Bunker GIJoe | ||||
Terrain Bunker 1-1 | 4 | 12 pt bunker | ||||
Terrain Facility 1-1 | ||||||
Terrain Facility Piping | piping | |||||
Terrain Facility Pumps | pumps | |||||
Terrain Facility Transformers | power transformers
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Terrain Facility Walker AW-3 | 422 | LV | A utility mech autonomous or with a pilot, armed with VL or L versions of larger weaponry cousins. | |||
Terrain Power Generator 1-1 | ||||||
Terrain Power Unit 1-1 | power unit | |||||
Terrain Radar Tower 1 -1 | radar tower | |||||
Terrain Refinery 1 | refinery | |||||
Terrain Repair Facility 1 -1 | A large multi-functional repair facility for any size mech | |||||
Terrain Tatooine-style 1-1 | a hex of small buildings | |||||
Terrain Warehouse 1-1 | warehouse | |||||
Terrain mineral harvesting-1 | - | - | ||||
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 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. 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 | 844 | AE | DropShips, ranging from 200 to 100,000 tons, are non-FTL landing fortresses that handle planetary transit and docking with JumpShips for interstellar travel. Spheroid models, with rounded hulls and bottom-mounted drives, are durable, runway-independent, and ideal for exploration or combat drops. However, they burn more fuel, damage terrain, and are slower and less stable in atmospheric flight. | |||
z Drop Ship Spherical | AE | essentially landing fortresses but their armor is debatable. They conduct all 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. It is the DropShips that move cargo and passengers between planetary surfaces, orbits, space stations and jump points. | ||||
z Dropship Firebat | 623 | H | The Firebat was Cobra’s lightweight assault jet—essentially a seat bolted to a rocket engine. Flown by elite A.V.A.C. pilots, it had minimal instruments, requiring exceptional skill to control. Weighing 5.7 tons, it reached 470 mph with a 1,400-mile range. Usually deployed from Terror Dromes, its folding wings fit silo bays. A dropship variant carried two ’Mechs and two infantry platoons. | |||
z Space Station K-7x | 777 | A | Deep Space Station K-7, also called Deep Space K-7, Space Station K-7 or simply K-7, is a 3-starhip port space station owned by several factions. Well defended, with orbital defenses and early warning sensors millions of miles from its location. | |||
z Space Station Regula-1 | 777 | Regula I was a Federation Regula I-type scientific research laboratory orbiting the D-class planetoid Regula during the late 23rd century. Located in the Mutara sector of the Beta Quadrant, Regula I was near the Mutara Nebula. The Ceti Alpha system was three days away at warp speed. In the year 2285, the station housed Project Genesis and its team under the direction of Dr. Carol Marcus.
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z-Spacestation Refueling | ||||||
z-Spacestation Ring | 555 |
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