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Favourite Power Suit (Inner Sphere)
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Warhammer: 3025
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PostPosted: 15-Apr-2005 22:22    Post subject: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

I gotta go with the Nighthawk. The original, and still cool-looking.

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Stinger
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PostPosted: 15-Apr-2005 23:11    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

The Grey death scout, Love the way it looks.

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PostPosted: 16-Apr-2005 00:45    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Standard for all my needs. I don't care if someone calls their suit something nifty, as long as it's a standard BA suit.

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PostPosted: 16-Apr-2005 01:12    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

I don't want to impose terribly, but could Warhammer or someone with HMBA post these? Grenadier, Kobold, Phalanx, Tornado, Trinity, and Void. I've never heard of any of them - I geuss they're coming out with new stuff without me.

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Warhammer: 3025
Freelance
Captain, AFFC (Ret.)
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Posts: 1856

PostPosted: 16-Apr-2005 01:19    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Well, here's for a long post...


Type/Model:    Grenadier Assault Battle Armor 
Tech/Era:      Inner Sphere / 3065 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Assault Battle Armor (1,501 - 2,000 kg)
Rules:         Level 2, Standard design

Ground Speed:  21.6 km/h
Armor Type:    Standard Stealth
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     The Federated Commonwealth quickly took the lead in battle
armor research and development in the 3050s, primarily by leaning
upon the Federated Suns military-industrial complex. The NAIS
quickly designed a suit that became something of a template for
all conventional Inner Sphere-produced battle armor since. The
NAIS wasn't the only R&D concern within the Federated Suns to
delve into the realm of battle armor, just the most famous and
successful. The Hahm-Heinz Design Bureau had a long relationship
with GM on Salem and Talcott, which got them in on the "ground
floor" when the AFFC requested a battle armor design for its
troops.
     This took H-H into an entirely new realm of design, one that
proved more difficult than it had first appeared. H-H did not even
submit a design during that initial request for proposals, but
neither did its engineers give up on the problem. They spent the
next decade pondering the problems and studying the other designs
put into the field, making slow but deliberate progress.
     In 3062 they approached the AFFC with the design
specifications and two prototypes for cutting-edge assault-class
battle armor. The Grenadier was born when designers tried to see
just how many weapons they could mount on a battlesuit and still
maintain acceptable mobility. Soon, however, it became a heavy
support unit, able to provide heavy covering fire for other
advancing forces and to stand against BattleMechs; survivability
was further increased significantly by the addition of stealth
capabilities. From the beginning, the Grenadier's primary weapon
system was the SRM. Based upon recommendations from the field,
however, the Grenadier design was revised to add the ability to
better customize the suit's weapons loadout in the field. The only
significant drawback to the Grenadier was that it could not be
carried by OmniMechs but instead had to rely on APCs or other
transports for battlefield deployment. Considering the suit's
heavy weapons load, however, the Grenadier's designers considered
that a secondary concern. 
     Nevertheless, the AFFC initially rejected the Grenadier. It
wasn't until the heart of the Civil War that the design resurfaced
and was revisited. Officers on both sides of the war recognized
the capabilities of the design and rushed it into production; the
NAIS was responsible for overseeing construction on New Avalon for
the Loyalist forces while GM built them on Talcott for Field
Marshal Hasek. None of the New Avalon-built Grenadiers ever saw
battle, though, as they were tied up behind a bureaucratic wall of
red tape. Even now, relatively few Grenadiers are in service, and
most have been distributed to the likes of the Davion Assault
Guards and the Ceti Hussars. Reports from the field so far
indicate the Grenadier has been well-received by its operators.

==Capabilities:==
CBT: RPG GAME RULES
     The Grenadier battlesuit features modular weapons mounts in
the torso and the left arm, plus an anti-personnel weapon mount in
the right arm. Most commonly, the torso mount houses an SRM-4
launcher with 28 rounds (up to 4 of which may be fired per turn),
while the left arm mount houses a 30-shot support laser (see pp.
169-170, CBTComp). The Grenadier has a basic manipulator on its
right arm and no manipulator on the left, and so cannot employ
conventional infantry weapons beyond what may be mounted in the
right arm anti-personnel mount. Its stealth armor provides the
following modifiers: [ECM:6, IR:6].

CLASSIC BATTLETECH RULES
     Grenadiers deploy in squads of 4, have 2 MP of ground
movement (no jumping movement), and may not travel aboard
OmniMechs per the Mechanized Battle Armor rules, nor may they make
anti-BattleMech leg and swarm attacks. Each suit has an Armor
Value of 9, plus 1 additional point for the trooper inside, and
stealth abilities that increase the to-hit modifier against its
units by +1 at short and medium range, and +2 at long range.
Beagle active probes and their Clan equivalents cannot locate
hidden Grenadier units.
     Grenadiers typically carry one SRM 4 with 7 shots, which
resolve per the standard rules for battle armor missile fire (but
roll twice on the standard Battle Armor Missile Hits Table to
resolve number of missile hits). and one small laser, which may be
resolved as a battle armor direct-fire attack. 

------------------------------------------------------------------
Type/Model:    Grenadier Assault Battle Armor 
Equipment:                                          Slots    Mass
Chassis Type:  Assault Class Humanoid                 0       550
Motive System: Ground Movement (2 MP)                 0       160
Armor Type:    9 Points Standard Stealth              4       540

Manipulators:
  Left Arm:    None                                   0         0
  Right Arm:   Basic Manipulator                      0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Missile-Capable Modular Weapon Mount Body             1        10
 SRM 4 Launcher                      Body       7     4       520
Modular Weapon Mount                 LA               1        10
 Support Laser                       LA        30     1       200
Anti-Personnel Weapon Mount          RA               1         5
 (Anti-Personnel Weapon Space)       RA               0         0
------------------------------------------------------------------
TOTALS:                                              12     1,995
Slots & Mass Left:                                    2         5

Calculated Factors:
Total Cost:     606,310 C-Bills
Battle Value:   56 (224 for 4)  Weapon Value: 50 (Ratio=.89)
Cost per BV:    10,826.96
Damage Factors: SRDmg = 5   MRDmg = 1   LRDmg = 0
Mechanized:     Cannot travel on OmniMechs
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 2   Armor/Structure: 2 / 0
                Damage PB/M/L: 2/2/-   Overheat: 0
                Point Value: 2    Specials: car4

CBT:RPG Data:   Armor Value (M/B/E/X): 9/8/7/7    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 3+2D6,  Target Size Modifier: -2
                Movement Speed:   Half Normal
                Attribute Modifiers:  STR: +4,  DEX: -1,  RFL: -4
                Equipment Rating:  E/E/E









Type/Model:    Kobold Light Battle Armor
               (2 Configurations)
Tech/Era:      Inner Sphere / 3069 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Light Battle Armor (401 - 750 kg)
Rules:         Level 2, Standard design

Ground Speed:  10.8 km/h
Jump Capacity: 90 meters
Armor Type:    Basic Stealth
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055
Manufacturer:  Grumium Creations
  Location:    Grumium

==Overview:==
     The origins of the Kobold can be traced back to 3062, when
the infantry of the Free Rasalhague Republic's Second Kavalleri
sought to outfit themselves with Kage battle armor. However, with
tensions rising on all fronts, the Draconis Combine was unwilling
to fulfill the Republic's request. Undeterred, Överste Jack Koslow
continued to lobby his commanders until given approval to approach
the SLDF and ComStar with a proposition. The Republic would supply
raw materials, while ComStar and the SLDF would provide the
technological know-how towards a battle armor project that would
be funded equally by all three. Research and development was
started on Grumium, where construction of a prototype
manufacturing line was rushed to completion.
     Originally started with the aim of copying the Kage's
abilities, the development team soon proposed several changes,
resulting in a completely new design useful both for
reconnaissance operations and in frontline combat. Though
sacrificing some mobility, the Kobold boasts the Kage's stealth
capabilities and can carry one integral anti-'Mech weapon, such as
a support laser or auto grenade launcher. In addition, Kobold
squads may also employ a support weapon, which is usually a TAG
for operations alongside friendly Arrow IV artillery units or
other elements equipped with the rare Marik-manufactured
semi-guided LRMs. In standard practice, the squad leader carries
this squad support weapon slung under the suit's left arm, leaving
the powerful battle claw free, while the other squad members mount
anti-personnel weaponry.
     Still in its prototype phase, testing of the new Kobolds
continues with the Second Kavalleri at the forefront, while the
SLDF has been forced to pull out of the project due to ongoing
conflicts amongst the League member states, which has cut funding.
Despite this setback, if all goes to plan, Grumium Creations may
begin full-scale production of the Kobold in 3069.

==Capabilities:==
CBT: RPG RULES
     Kobold battle armor features a primary modular weapon mount
in the right arm, and a secondary or squad support weapon mount in
the left. Typically, Kobolds use the right mount for a support
laser (with 30 shots), or an auto-grenade launcher (with 20 shots)
while the left is loaded with an anti-personnel weapon of the
user's choice. Kobold squad leaders, who usually act as the squad
support weapon trooper as well, use the left-arm mount for a light
TAG, or a 15-shot support pulse laser instead (if carrying the
right-arm support laser or grenade launcher, respectively). The
statistics for these weapons may be found in CBTComp (see p.
169-170). The Kobold uses armored gloves and so may also employ
conventional infantry weapons. Its stealth armor provides the
following modifiers: [ECM:6, IR:6]. Its integral jump jets enable
it to jump as much as 90 meters per turn.

BATTLETECH RULES
     The Kobold deploys in squads of 4, has 1 MP of ground
movement (3 MP jumping movement), may travel aboard OmniMechs per
the Mechanized Battle Armor rules, and may make anti-BattleMech
leg and swarm attacks. Each suit has an Armor Value of 5, plus 1
additional point representing the trooper inside, and includes
stealth abilities that increase the to-hit modifier against
Hauberk units by +1 at medium range, and +2 at long. Beagle active
probes and their Clan equivalents cannot locate hidden Kobold
units. 
     Most Kobolds mount one small laser or micro-grenade launcher
as a primary weapon and one anti-personnel weapon as a secondary
(both of which are resolved as per standard battle armor direct
fire attacks, with anti-personnel weapon ranges and damage as
appropriate, see CBTComp, p. 191-192, for statistics). In
addition, the first trooper of a Kobold squad (Trooper #1) may
carry a light TAG or a Small Pulse Laser (if using the Small Laser
or Micro-Grenade Launcher, respectively). Other weapons
configurations may be determined using the rules in CBTComp,
beginning on p. 155.

==================================================================
Configuration: [Base]
Equipment:                                          Slots    Mass
Chassis Type:  Light Class Humanoid                   0       100
Motive System: Ground Movement (1 MP)                 0         0
               Jump Jets       (3 MP)                 0        75
Armor Type:    5 Points Basic Stealth                 3       275

Manipulators:
  Left Arm:    Armored Glove                          0         0
  Right Arm:   Armored Glove                          0         0

Fixed Weapons & Equipment            Loc     Shots  Slots    Mass
------------------------------------------------------------------
Modular Weapon Mount                 RA               1        10
Squad Support Weapon Mount           LA               1         0
------------------------------------------------------------------
TOTALS:                                               5       460
Slots & Mass Available for Configurations:            3       290

==================================================================
Configuration: TAG

Config Weapons & Equipment           Loc     Shots  Slots    Mass
------------------------------------------------------------------
Support Laser                        RA/MWM    30     1       200
Light TAG @                          LA/SSWM   60     1        18
 @ Trooper #1, other 3 troopers have: Pulse Laser Rifle
------------------------------------------------------------------
TOTALS:                                               7       693
Slots & Mass Left:                                    1        57

Calculated Factors:
Total Cost:     298,750 C-Bills
Battle Value:   30 (120 for 4)  Weapon Value: 11 (Ratio=.37)
Cost per BV:    9,958.33
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3J   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/-/-   Overheat: 0
                Point Value: 1    Specials: mec, tag, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 7/7/6/6    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 1,  Target Size Modifier: 0
                Movement Modifiers:
                  Walking: 0,  Running: 0,  Sprinting: 0
                Jump:  90 m/turn
                Attribute Modifiers:  STR: +2,  DEX: -2,  RFL: -1
                Equipment Rating:  E/E/F

==================================================================
Configuration: SPL

Config Weapons & Equipment           Loc     Shots  Slots    Mass
------------------------------------------------------------------
Automatic Grenade Launcher           RA/MWM    20     1        75
  (with High-Explosive Ammo)
Support Pulse Laser @                LA/SSWM   14     1       200
 @ Trooper #1, other 3 troopers have: Pulse Laser Rifle
------------------------------------------------------------------
TOTALS:                                               7       735
Slots & Mass Left:                                    1        15

Calculated Factors:
Total Cost:     278,200 C-Bills
Battle Value:   22 (88 for 4)  Weapon Value: 14 (Ratio=.64)
Cost per BV:    12,645.45
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3J   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/-/-   Overheat: 0
                Point Value: 1    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 7/7/6/6    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 0,  Target Size Modifier: 0
                Movement Modifiers:
                  Walking: 0,  Running: 0,  Sprinting: 0
                Jump:  90 m/turn
                Attribute Modifiers:  STR: +2,  DEX: 0,  RFL: -1
                Equipment Rating:  E/E/F









Type/Model:    Phalanx A
Tech/Era:      Inner Sphere / 3065 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Heavy Battle Armor (1,001 - 1,500 kg)
Rules:         Level 2, Standard design

Ground Speed:  21.6 km/h
Armor Type:    Improved Stealth
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     While the Longinius and Achileus armors allowed the FWLM to
quickly establish a formidable reputation for armored-infantry
operations, a constant criticism of the designs was their lack of
heavy-hitting firepower, particularly in light of the growing
anti-battle armor weapons and designs employed by the League's
enemies. Work on a heavier and better-armed combat suit began in
3059 on the eve of the War against Clan Smoke Jaguar but did not
bear fruit until 3063, when the first Phalanx prototypes began
testing on Irian.
     A succession of problems dogged the Phalanx project ranging
from faulty myomer musculature to under-performing and fragile
processor suites. The FWLM initially sought to develop the design
solo but by early 3062 admitted defeat and sough the assistance of
the League's Word of Blake allies. The Blakists' technological
savvy quickly dealt with the problems, resulting in a suit that,
while not as capable as the Clan model, was nonetheless a
first-rate design. The cost of this assistance was the right of
the Word of Blake troops stationed in the League and on Terra to
utilize the Phalanx in conjunction with their own specialist
designs like the Purifier and Tornado.
     Retaining the mobility of its lighter cousins, the Phalanx is
surprisingly swift and responsive for its mass, though the
presence of the bulky missile pod hinders its agility until
jettisoned. The vicious battle claw mounted on the left hand
allows the suit to rend opponents, even those protected by
'Mech-grade armor. The right arm is covered by a simple armored
glove, giving almost total functionality with that hand. However,
the duel FWLM-WOB usage of the design has led to the development
of two variants of the Phalanx, one employed by each military. The
most common version (usually designated Phalanx-A), laid out in
the initial specifications and employed by the FWLM, adds a deadly
man-portable King David Light Gauss rifle. The Word of Blake
initially used the -A variant too, but later models swap the Light
Gauss for the newly developed 'Mech Taser Rifle, resulting in the
-B variant of the design that also features additional
EMP-hardening of its electronics.
     Although the numbers of both variants in use remain small,
their deployment to front-line units in flashpoint areas
demonstrates the confidence the designers have in the Phalanx and
ensures that the 1,500 kg design will quickly receive its baptism
by fire.

==Capabilities:==
CBT: RPG GAME RULES
     Both Phalanx battlesuit designs feature a detachable SRM-4
mount in the torso with a total of 8 missiles, up to 4 of which
may be fired per turn. (A +1 movement modifier applies after
jettisoning the launcher.) The Free Worlds version also adds a
20-shot King David light Gauss rifle, while the Word of Blake
version uses a one-shot 'Mech Taser. Both Phalanx versions have a
left-hand battle claw and a right hand armored glove, enabling the
wearer to employ conventional infantry weapons with the right
hand. Both Phalanxes also have stealth armor which provides the
following modifiers: [ECM:6, IR:6].

BATTLETECH RULES
     Both Phalanx designs deploy in squads of 4, have 2 MP of
ground movement (no jumping movement), may travel aboard OmniMechs
per the Mechanized Battle Armor rules, but may not make
anti-BattleMech leg and swarm attacks. Each suit has an Armor
Value of 7, plus 1 additional point representing the trooper
inside, and stealth abilities that increase the to-hit modifier
against its units by +1 at short, +2 and medium, and +3 at long
range. Beagle active probes and their Clan equivalents cannot
locate hidden Phalanx units.
     Both Phalanx designs carry one SRM-4 with 2 shots, which
resolve per the standard rules for battle armor missile fire (but
roll twice on the standard Battle Armor Missile Hits Table to
resolve number of missile hits). In addition, the Free Worlds
version carries a King David light Gauss rifle, which may be
resolved as a battle armor direct-fire attack. Word of Blake
Phalanxes use one-shot 'Mech Tasers instead of the King Davids and
may fire these weapons individually in any given round. Resolve
each trooper's Taser fire separately.

------------------------------------------------------------------
Type/Model:    Phalanx A
Equipment:                                          Slots    Mass
Chassis Type:  Heavy Class Humanoid                   0       300
Motive System: Ground Movement (2 MP)                 0        80
Armor Type:    7 Points Improved Stealth              5       420

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   Armored Glove                          0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Detachable Missile Pack              Body             0        10
 SRM 4 Launcher                      Body       2     3       320
King David Lt Gauss Rifle            RA        20     2       275
------------------------------------------------------------------
TOTALS:                                              10     1,420
Slots & Mass Left:                                    2        80

Calculated Factors:
Total Cost:     439,910 C-Bills
Battle Value:   50 (200 for 4)  Weapon Value: 39 (Ratio=.78)
Cost per BV:    8,798.2
Damage Factors: SRDmg = 5   MRDmg = 1   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 2   Armor/Structure: 2 / 0
                Damage PB/M/L: 2/2/-   Overheat: 0
                Point Value: 2    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 8/7/6/6    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -3
                Movement Modifiers:
                  Walking: -2,  Running: -4,  Sprinting: -6
                Attribute Modifiers:  STR: +3,  DEX: -2,  RFL: -3
                Equipment Rating:  E/E/E









Type/Model:    Phalanx B
Tech/Era:      Inner Sphere / 3065 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Heavy Battle Armor (1,001 - 1,500 kg)
Rules:         Level 2, Standard design

Ground Speed:  21.6 km/h
Armor Type:    Improved Stealth
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     While the Longinius and Achileus armors allowed the FWLM to
quickly establish a formidable reputation for armored-infantry
operations, a constant criticism of the designs was their lack of
heavy-hitting firepower, particularly in light of the growing
anti-battle armor weapons and designs employed by the League's
enemies. Work on a heavier and better-armed combat suit began in
3059 on the eve of the War against Clan Smoke Jaguar but did not
bear fruit until 3063, when the first Phalanx prototypes began
testing on Irian.
     A succession of problems dogged the Phalanx project ranging
from faulty myomer musculature to under-performing and fragile
processor suites. The FWLM initially sought to develop the design
solo but by early 3062 admitted defeat and sough the assistance of
the League's Word of Blake allies. The Blakists' technological
savvy quickly dealt with the problems, resulting in a suit that,
while not as capable as the Clan model, was nonetheless a
first-rate design. The cost of this assistance was the right of
the Word of Blake troops stationed in the League and on Terra to
utilize the Phalanx in conjunction with their own specialist
designs like the Purifier and Tornado.
     Retaining the mobility of its lighter cousins, the Phalanx is
surprisingly swift and responsive for its mass, though the
presence of the bulky missile pod hinders its agility until
jettisoned. The vicious battle claw mounted on the left hand
allows the suit to rend opponents, even those protected by
'Mech-grade armor. The right arm is covered by a simple armored
glove, giving almost total functionality with that hand. However,
the duel FWLM-WOB usage of the design has led to the development
of two variants of the Phalanx, one employed by each military. The
most common version (usually designated Phalanx-A), laid out in
the initial specifications and employed by the FWLM, adds a deadly
man-portable King David Light Gauss rifle. The Word of Blake
initially used the -A variant too, but later models swap the Light
Gauss for the newly developed 'Mech Taser Rifle, resulting in the
-B variant of the design that also features additional
EMP-hardening of its electronics.
     Although the numbers of both variants in use remain small,
their deployment to front-line units in flashpoint areas
demonstrates the confidence the designers have in the Phalanx and
ensures that the 1,500 kg design will quickly receive its baptism
by fire.

==Capabilities:==
CBT: RPG GAME RULES
     Both Phalanx battlesuit designs feature a detachable SRM-4
mount in the torso with a total of 8 missiles, up to 4 of which
may be fired per turn. (A +1 movement modifier applies after
jettisoning the launcher.) The Free Worlds version also adds a
20-shot King David light Gauss rifle, while the Word of Blake
version uses a one-shot 'Mech Taser. Both Phalanx versions have a
left-hand battle claw and a right hand armored glove, enabling the
wearer to employ conventional infantry weapons with the right
hand. Both Phalanxes also have stealth armor which provides the
following modifiers: [ECM:6, IR:6].

BATTLETECH RULES
     Both Phalanx designs deploy in squads of 4, have 2 MP of
ground movement (no jumping movement), may travel aboard OmniMechs
per the Mechanized Battle Armor rules, but may not make
anti-BattleMech leg and swarm attacks. Each suit has an Armor
Value of 7, plus 1 additional point representing the trooper
inside, and stealth abilities that increase the to-hit modifier
against its units by +1 at short, +2 and medium, and +3 at long
range. Beagle active probes and their Clan equivalents cannot
locate hidden Phalanx units.
     Both Phalanx designs carry one SRM-4 with 2 shots, which
resolve per the standard rules for battle armor missile fire (but
roll twice on the standard Battle Armor Missile Hits Table to
resolve number of missile hits). In addition, the Free Worlds
version carries a King David light Gauss rifle, which may be
resolved as a battle armor direct-fire attack. Word of Blake
Phalanxes use one-shot 'Mech Tasers instead of the King Davids and
may fire these weapons individually in any given round. Resolve
each trooper's Taser fire separately.

------------------------------------------------------------------
Type/Model:    Phalanx B
Equipment:                                          Slots    Mass
Chassis Type:  Heavy Class Humanoid                   0       300
Motive System: Ground Movement (2 MP)                 0        80
Armor Type:    7 Points Improved Stealth              5       420

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   Armored Glove                          0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Detachable Missile Pack              Body             0        10
 SRM 4 Launcher                      Body       2     3       320
'Mech Taser Rifle (OS)               RA               3       300
------------------------------------------------------------------
TOTALS:                                              11     1,445
Slots & Mass Left:                                    1        55

Calculated Factors:
Total Cost:     419,660 C-Bills
Battle Value:   56 (224 for 4)  Weapon Value: 46 (Ratio=.82)
Cost per BV:    7,493.93
Damage Factors: SRDmg = 4   MRDmg = 1   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can not perform Swarm or Leg attacks
BattleForce2:   Class: IB   MP: 2   Armor/Structure: 2 / 0
                Damage PB/M/L: 2/2/-   Overheat: 0
                Point Value: 2    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 8/7/6/6    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -3
                Movement Modifiers:
                  Walking: -2,  Running: -4,  Sprinting: -6
                Attribute Modifiers:  STR: +3,  DEX: -2,  RFL: -3
                Equipment Rating:  E/E/F









Type/Model:    Tornado PA(L) 
Tech/Era:      Inner Sphere / 2905 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  PA(L)/Exoskeleton (0 - 400 kg)
Rules:         Level 2, Standard design

Ground Speed:  10.8 km/h
Armor Type:    Basic Stealth
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055
Manufacturer:  ComStar (P Series)/Word of Blake
  Location:    (Unknown)

==Overview:==
     Based on the Star League's form-fitting Nighthawk, the G12
"Tornado" was one of a series of PA(L) suits developed in the late
29th Century as part of ComStar's efforts to maintain their
military edge. The Tornado utilizes an optical camouflage system
in addition to IR and ECM suppression equipment. Like all ComStar
and Star league PA(L) suits, the expensive Tornado was intended
for special-forces operations, employed initially by ROM and more
recently Blake's Wrath.
     Each suit is custom-fitted to its wearer, fitting like a
second skin and complementing their physical actions, allowing
them to strike harder and faster than un-augmented troops while
avoiding the encumbrance of full battle armor. However, the
custom-made nature of the suits make them almost unusable by any
bar the designated wearer without major adjustment and even the
assigned troopers must work hard to maintain their physical
condition so as to gain the full benefit of the G12 system. The
built-in HUD system provides the wearer with information on the
suit's status and the battlefield (including magnification and
low-light enhancement gear) though some troopers choose to wear
the suit without its helmet, forsaking protection and electronic
aids in exchange for unimpeded hearing and vision. The suit can
likewise be worn without its integral armored gloves, increasing
manual dexterity at the expense of protection. However, a trooper
wearing G12 armor can operate most conventional weapons while
fully suited.
     ComStar employed its PA(L) suits numerous times in the 30th
and 31st centuries but the best known use of the Tornado came
during the Word of Blake operation to seize Terra from their
"schismatic" ComStar brethren. The combination of stealth and
power allowed Blakist special-forces troops to seize elements of
the Terran SDS in advance of the main landings, overpowering the
regular infantry guarding the facilities and saving the invasion
force from grievous damage at the hands of the laser and missile
systems. Tornados also played a major role in securing the Titan
shipyards, providing the Blakist troops with considerable
protection against vacuum exposure and booby traps left behind
after ComStar abandoned the facilities. The last five years have
seen a considerable increase in PA(L) manufacture, despite the
increased use of fully-fledged battle armor, with many of the
suits assigned to Word of Blake marines and security troops, as
well as sold to FWLM units.

==Capabilities:==
CBT: RPG GAME RULES
     Tornado power armor mounts no integral weapons systems, but
uses armored gloves and so may employ conventional infantry
weapons without penalty. Its stealth capabilities and adaptive
camouflage system provide the following modifiers: [ECM:6, IR:6,
Camo: 4].

BATTLETECH RULES
     Tornados deploy in squads of 4, have 1 MP of ground movement
(no jumping movement), may travel aboard OmniMechs per the
Mechanized Battle Armor rules, and may make anti-BattleMech leg
and swarm attacks. Each suit has an Armor Value of 2, plus 1
additional point representing the trooper inside, and includes
stealth abilities that increase the to-hit modifier against
Tornado units by +1 at medium range, and +2 at long. Adaptive
camouflage adds a +2 to the to-hit roll if the Tornado squad
remains stationary (reduced to +1 if the Tornado squad moves).
Beagle active probes and their Clan equivalents cannot locate
hidden Tornado units.
     Though Tornados lack integral weapons, they may use standard
infantry weapons. Attacks by a Tornado squad are resolved as a
conventional direct fire attack, with ranges and damage as
appropriate to the infantry weapons being used. 

------------------------------------------------------------------
Type/Model:    Tornado PA(L) 
Equipment:                                          Slots    Mass
Chassis Type:  PA(L) Class Humanoid                   0        80
Motive System: Ground Movement (1 MP)                 0         0
Armor Type:    2 Points Basic Stealth                 3       110

Manipulators:
  Left Arm:    Armored Glove                          0         0
  Right Arm:   Armored Glove                          0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Camo System                          Body             2       200
------------------------------------------------------------------
TOTALS:                                               5       390
Slots & Mass Left:                                    1        10

Calculated Factors:
Total Cost:     279,000 C-Bills
Battle Value:   8 (32 for 4)  Weapon Value: 2 (Ratio=.25)
Cost per BV:    34,875.0
Damage Factors: SRDmg = 0   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 1   Armor/Structure: 1 / 0
                Damage PB/M/L: -/-/-   Overheat: 0
                Point Value: 0    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 4/5/6/5    Coverage: Full
                IR: +6,  ECM: +6,  Camo: +4
                Melee AP: 0,  Target Size Modifier: 0
                Movement Modifiers:
                  Walking: 0,  Running: 0,  Sprinting: 0
                Attribute Modifiers:  STR: 0,  DEX: 0,  RFL: 0
                Equipment Rating:  E/E/F









Type/Model:    Void Battle Armor 
Tech/Era:      Inner Sphere / 3067 / CBT Rules
Chassis Type:  Humanoid
Weight Class:  Medium Battle Armor (751 - 1,000 kg)
Rules:         Level 2, Standard design

Ground Speed:  10.8 km/h
Jump Capacity: 120 meters
Armor Type:    Improved Stealth
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     Though House Kurita became the first Inner Sphere power to
capture Clan Elemental battle armor during the initial Clan
invasion-taken in October 3050 on Wolcott-their traditional
disdain for non 'Mech units led them to put few resources into
their burgeoning battle armor program, despite Kanrei Theodore
Kurita's reforms. In the face of such obstacles, however, the
scientists in charge of the DCMS' battle armor R&D worked
miracles, fielding three new battle suits within a decade.
     Despite this early success, however, other Inner Sphere
powers began fielding more advanced and mission dedicated designs,
demonstrating the possible stagnation of the DCMS battle armor
program. Such battle armor as the Federated Suns Infiltrator Mk.
II showed that a dedicated design, lacking in the versatility seen
in so many other models, could be devastatingly effective. With
the ramping up of the technology required to build and affect
field repairs to battle armor on a large-scale, it quickly became
apparent that battle armor was here to stay, regardless of those
within the DCMS who would have it otherwise.
     With that in mind, the commission for a new battle armor
design was originally handed down in late 3062, just weeks before
the Ghost Bear-Combine War erupted and fighting along the
Kurita-Davion border exploded as well. With resources quickly
shifted to expand production of extant units and shore up a
burdened economy, the optimistic date of 3064 for a premier of the
new design slipped by a full three years. Originally conceiving a
design to be built from the ground up, this lack of resources and
funds forced the scientists to again push their skills to the
limit, delivering another miraculous coup on a shoestring budget.

     Instead of starting from scratch, the scientists used the
already successful Kage as a base template, modifying the design
to achieve the final specs requirements. However, upon
presentation of the design, though its physical appearance
differed radically from that of the Kage-in particular its height
was extreme for a medium powersuit-it shared many of the same
gross characteristics. This sparked a raging debate among the High
Command as to whether the cost of producing two designs so closely
related was justifiable.
     The scientists then unveiled the true nature of their coup.
While the High Command waited impatiently at a testing facility, a
Nova Cat Elemental suddenly appeared, striding towards the Void
and, with the help of several technicians, quickly suited up. The
lead scientist quietly explained to the High Command that though
the technology of the design was pure Combine, the battle suit
allowed for extreme changes in pilot height; though battle armor
could adjust to different pilot sizes, the Void was engineered for
such modification, allowing a greater variance (and more sure fit)
than any previously fielded design.
     Upon the start of the training engagement, the Elemental's
superior skills allowed the Void to surpass all previous battle
armor marks, including both the Kage and Raiden. With both the
DCMS High Command seeing the combat potential of working so
closely with Nova Cat personnel and the Procurement Department
suddenly understanding the trade possibilities if the Nova Cats
accepted the Void for use in their own military, the Void was
pushed into full-scale production.

==Capabilities:==
CBT:RPG RULES
     Void battle armor mounts a 14-shot support particle cannon
(see p. 169, CBTComp). The suit uses armored gloves, and so may
also employ conventional infantry weapons without penalty. Its
improved stealth armor provides the following modifiers: [ECM:6,
IR:6]. In addition, each Void features integral jump jets and a
jump booster for a maximum leaps of 120 meters per turn.

CLASSIC BATTLETECH RULES
     The Void deploys in squads of 4 (Points of 5, when fielded by
Clan forces), has 1 MP of ground movement (4 MP jumping movement),
may travel aboard OmniMechs per the Mechanized Battle Armor rules,
and may make anti-BattleMech leg and swarm attacks. Each suit has
an Armor Value of 5, plus 1 additional point representing the
trooper inside, and includes stealth abilities that increase the
to-hit modifier against Void units by +1 at short range, +2 at
medium range, and +3 at long range. Beagle active probes and their
Clan equivalents cannot locate hidden Void units.
     Each Void carries one Support PPC (see p. 192, CBTComp),
which is resolved as per standard battle armor direct fire
attacks.

------------------------------------------------------------------
Type/Model:    Void Battle Armor 
Equipment:                                          Slots    Mass
Chassis Type:  Medium Class Humanoid                  0       175
Motive System: Ground Movement (1 MP)                 0         0
               Jump Jets       (3 MP)                 0       150
               Jump Booster (Body, +1 Jump MP)        2       125
Armor Type:    5 Points Improved Stealth              5       300

Manipulators:
  Left Arm:    Basic Manipulator                      0         0
  Right Arm:   Basic Manipulator                      0         0

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Support PPC                          Body      14     2       250
------------------------------------------------------------------
TOTALS:                                               9     1,000
Slots & Mass Left:                                    1         0

Calculated Factors:
Total Cost:     667,000 C-Bills, Including Trooper
                Training Costs of 150,000 C-bills
Battle Value:   39 (156 for 4)  Weapon Value: 15 (Ratio=.38)
Cost per BV:    13,256.41 (w/o Trooper Training costs)
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 4J   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 2    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 7/7/6/6    Coverage: Full
                IR: +6,  ECM: +6,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -2
                Movement Modifiers:
                  Walking: -1,  Running: -2,  Sprinting: -3
                Jump:  120 m/turn
                Attribute Modifiers:  STR: +3,  DEX: -1,  RFL: -1
                Equipment Rating:  E/E/E









Type/Model:    Trinity Asterion
Tech/Era:      Inner Sphere / 3066 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Medium Battle Armor (751 - 1,000 kg)
Rules:         Level 2, Standard design

Ground Speed:  32.4 km/h
Armor Type:    Standard
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     Sun-Tzu's Xin Sheng movement revitalized the Capellan
military, but not all elements of CCAF have enjoyed equal
benefits. As Fa Shih battle armor came into production, only the
Warrior Houses and premier front-line units received the bulk of
the new suits, leading many commanders to question-at the risk of
their careers-the Strategios' policies. Surprisingly, the CCAF
leadership listened and sought resolution to this issue,
authorizing the development of a new armor that would free more Fa
Shihs for second-line commanders, while also producing a model
that political allies, such as the Taurian Concordat, could field.
Protector Grover Shraplen and Magestrix Emma Centrella agreed to
support most of the new armor's research and development, while
the Capellans manufactured the battlesuits until both realms could
produce their own models. Capellan engineers then produced a new
suit in record time, leading many to wonder if the R&D was already
complete and funding was requested only to jump start production.
     The Trinity armor is a medium-sized suit designed for
anti-personnel and 'Mech operations. The Capellans' version-known
as Ying Long or "Shadow Dragon"-is identical in many ways to the
Word of Blake's Purifier battlesuit, complete with the same
mimetic armor technology, though how they managed that is anyone's
guess (Blakist representatives have stopped just short of accusing
the Capellans of espionage).
     The Ying Long possesses superb ground speed, powerful battle
claws, more than half a ton of armor, and a modular weapons mount
on the back that enables it to carry a variety of weapons,
including the new man-portable plasma rifle. Moreover, in keeping
with the Xin Sheng, designers molded the suit in the likeness of a
Chinese dragon, though the Taurians' Asterion model and the
Magistracy's Theseus-which both use standard armor-differ in
appearance (Taurian officials have voiced their displeasure with
the Canopians over their choice for the armor's nomenclature).

==Capabilities:==
CBT: RPG RULES
     Trinity battle armor features a modular weapon adapter mount
in the torso. The Capellan version (the "Ying Long"), usually
occupies this with a 20-shot man-portable plasma rifle, while the
Periphery versions (the "Theseus" and "Asterion") typically use a
40-shot medium recoilless rifle (see pp. 169-170, CBTComp), though
other configurations are possible per the Battle Armor
Construction Rules (see p. 151, CBTComp). The Trinity uses battle
claws, and so it may not employ conventional infantry weapons
beyond what is mounted. The Ying Long also has mimetic stealth
armor-a feature not present in either Periphery model-which
provides the following modifiers: [ECM:6, IR:6, Camo: 4].

BATTLETECH RULES
     The Trinity deploys in squads of 4, has 3 MP of ground
movement (no jumping movement), may travel aboard OmniMechs per
the Mechanized Battle Armor rules, and may make anti-BattleMech
leg and swarm attacks. Each suit has an Armor Value of 8, plus 1
additional point representing the trooper inside, and the Capellan
model also includes mimetic stealth abilities that increase the
to-hit modifier against its units by 3 minus the number of hexes
the Capellan Trinity squad moved during the movement phase (so a
stationary Capellan Trinity squad would receive a +3 modifier on
attacks against them, while a squad that moved a full 3 hexes
would receive no such modifier). 
     A typical Capellan Trinity suit carries one man-portable
plasma cannon, while the Canopian/Taurian version tends to carry
one medium recoilless rifle (see p. 192, CBTComp). Resolve fire
for these weapons as per a normal battle armor direct-fire attack

------------------------------------------------------------------
Type/Model:    Trinity Asterion
Equipment:                                          Slots    Mass
Chassis Type:  Medium Class Humanoid                  0       175
Motive System: Ground Movement (3 MP)                 0        80
Armor Type:    8 Points Standard                      0       400

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   Battle Claw                            0        15

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Modular Weapon Mount                 Body             1        10
 Medium Recoilless Rifle             Body      40     3       290
  (with High-Explosive Ammo)
------------------------------------------------------------------
TOTALS:                                               4       985
Slots & Mass Left:                                    6        15

Calculated Factors:
Total Cost:     255,200 C-Bills
Battle Value:   49 (196 for 4)  Weapon Value: 25 (Ratio=.51)
Cost per BV:    5,208.16
Damage Factors: SRDmg = 2   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 2    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 9/7/7/7    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -1
                Movement Modifiers:
                  Walking: +3,  Running: +6,  Sprinting: +9
                Attribute Modifiers:  STR: +3,  DEX: -2,  RFL: -1
                Equipment Rating:  E/E/F









Type/Model:    Trinity Thesius
Tech/Era:      Inner Sphere / 3066 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Medium Battle Armor (751 - 1,000 kg)
Rules:         Level 2, Standard design

Ground Speed:  32.4 km/h
Armor Type:    Standard
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     Sun-Tzu's Xin Sheng movement revitalized the Capellan
military, but not all elements of CCAF have enjoyed equal
benefits. As Fa Shih battle armor came into production, only the
Warrior Houses and premier front-line units received the bulk of
the new suits, leading many commanders to question-at the risk of
their careers-the Strategios' policies. Surprisingly, the CCAF
leadership listened and sought resolution to this issue,
authorizing the development of a new armor that would free more Fa
Shihs for second-line commanders, while also producing a model
that political allies, such as the Taurian Concordat, could field.
Protector Grover Shraplen and Magestrix Emma Centrella agreed to
support most of the new armor's research and development, while
the Capellans manufactured the battlesuits until both realms could
produce their own models. Capellan engineers then produced a new
suit in record time, leading many to wonder if the R&D was already
complete and funding was requested only to jump start production.
     The Trinity armor is a medium-sized suit designed for
anti-personnel and 'Mech operations. The Capellans' version-known
as Ying Long or "Shadow Dragon"-is identical in many ways to the
Word of Blake's Purifier battlesuit, complete with the same
mimetic armor technology, though how they managed that is anyone's
guess (Blakist representatives have stopped just short of accusing
the Capellans of espionage).
     The Ying Long possesses superb ground speed, powerful battle
claws, more than half a ton of armor, and a modular weapons mount
on the back that enables it to carry a variety of weapons,
including the new man-portable plasma rifle. Moreover, in keeping
with the Xin Sheng, designers molded the suit in the likeness of a
Chinese dragon, though the Taurians' Asterion model and the
Magistracy's Theseus-which both use standard armor-differ in
appearance (Taurian officials have voiced their displeasure with
the Canopians over their choice for the armor's nomenclature).

==Capabilities:==
CBT: RPG RULES
     Trinity battle armor features a modular weapon adapter mount
in the torso. The Capellan version (the "Ying Long"), usually
occupies this with a 20-shot man-portable plasma rifle, while the
Periphery versions (the "Theseus" and "Asterion") typically use a
40-shot medium recoilless rifle (see pp. 169-170, CBTComp), though
other configurations are possible per the Battle Armor
Construction Rules (see p. 151, CBTComp). The Trinity uses battle
claws, and so it may not employ conventional infantry weapons
beyond what is mounted. The Ying Long also has mimetic stealth
armor-a feature not present in either Periphery model-which
provides the following modifiers: [ECM:6, IR:6, Camo: 4].

BATTLETECH RULES
     The Trinity deploys in squads of 4, has 3 MP of ground
movement (no jumping movement), may travel aboard OmniMechs per
the Mechanized Battle Armor rules, and may make anti-BattleMech
leg and swarm attacks. Each suit has an Armor Value of 8, plus 1
additional point representing the trooper inside, and the Capellan
model also includes mimetic stealth abilities that increase the
to-hit modifier against its units by 3 minus the number of hexes
the Capellan Trinity squad moved during the movement phase (so a
stationary Capellan Trinity squad would receive a +3 modifier on
attacks against them, while a squad that moved a full 3 hexes
would receive no such modifier). 
     A typical Capellan Trinity suit carries one man-portable
plasma cannon, while the Canopian/Taurian version tends to carry
one medium recoilless rifle (see p. 192, CBTComp). Resolve fire
for these weapons as per a normal battle armor direct-fire attack

------------------------------------------------------------------
Type/Model:    Trinity Thesius
Equipment:                                          Slots    Mass
Chassis Type:  Medium Class Humanoid                  0       175
Motive System: Ground Movement (3 MP)                 0        80
Armor Type:    8 Points Standard                      0       400

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   Battle Claw                            0        15

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Modular Weapon Mount                 Body             1        10
 Medium Recoilless Rifle             Body      40     3       290
  (with High-Explosive Ammo)
------------------------------------------------------------------
TOTALS:                                               4       985
Slots & Mass Left:                                    6        15

Calculated Factors:
Total Cost:     255,200 C-Bills
Battle Value:   49 (196 for 4)  Weapon Value: 25 (Ratio=.51)
Cost per BV:    5,208.16
Damage Factors: SRDmg = 2   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 2    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 9/7/7/7    Coverage: Full
                IR: 0,  ECM: 0,  Camo: 0
                Melee AP: 2,  Target Size Modifier: -1
                Movement Modifiers:
                  Walking: +3,  Running: +6,  Sprinting: +9
                Attribute Modifiers:  STR: +3,  DEX: -2,  RFL: -1
                Equipment Rating:  E/E/F









Type/Model:    Trinity Ying Long
Tech/Era:      Inner Sphere / 3066 / CBT:RPG Rules
Chassis Type:  Humanoid
Weight Class:  Medium Battle Armor (751 - 1,000 kg)
Rules:         Level 2, Standard design

Ground Speed:  32.4 km/h
Armor Type:    Mimetic
R&D Start Date:  March, 3051
Prototype Design and Production:  December, 3054
Standard Production:  January, 3055

==Overview:==
     Sun-Tzu's Xin Sheng movement revitalized the Capellan
military, but not all elements of CCAF have enjoyed equal
benefits. As Fa Shih battle armor came into production, only the
Warrior Houses and premier front-line units received the bulk of
the new suits, leading many commanders to question-at the risk of
their careers-the Strategios' policies. Surprisingly, the CCAF
leadership listened and sought resolution to this issue,
authorizing the development of a new armor that would free more Fa
Shihs for second-line commanders, while also producing a model
that political allies, such as the Taurian Concordat, could field.
Protector Grover Shraplen and Magestrix Emma Centrella agreed to
support most of the new armor's research and development, while
the Capellans manufactured the battlesuits until both realms could
produce their own models. Capellan engineers then produced a new
suit in record time, leading many to wonder if the R&D was already
complete and funding was requested only to jump start production.
     The Trinity armor is a medium-sized suit designed for
anti-personnel and 'Mech operations. The Capellans' version-known
as Ying Long or "Shadow Dragon"-is identical in many ways to the
Word of Blake's Purifier battlesuit, complete with the same
mimetic armor technology, though how they managed that is anyone's
guess (Blakist representatives have stopped just short of accusing
the Capellans of espionage).
     The Ying Long possesses superb ground speed, powerful battle
claws, more than half a ton of armor, and a modular weapons mount
on the back that enables it to carry a variety of weapons,
including the new man-portable plasma rifle. Moreover, in keeping
with the Xin Sheng, designers molded the suit in the likeness of a
Chinese dragon, though the Taurians' Asterion model and the
Magistracy's Theseus-which both use standard armor-differ in
appearance (Taurian officials have voiced their displeasure with
the Canopians over their choice for the armor's nomenclature).

==Capabilities:==
CBT: RPG RULES
     Trinity battle armor features a modular weapon adapter mount
in the torso. The Capellan version (the "Ying Long"), usually
occupies this with a 20-shot man-portable plasma rifle, while the
Periphery versions (the "Theseus" and "Asterion") typically use a
40-shot medium recoilless rifle (see pp. 169-170, CBTComp), though
other configurations are possible per the Battle Armor
Construction Rules (see p. 151, CBTComp). The Trinity uses battle
claws, and so it may not employ conventional infantry weapons
beyond what is mounted. The Ying Long also has mimetic stealth
armor-a feature not present in either Periphery model-which
provides the following modifiers: [ECM:6, IR:6, Camo: 4].

BATTLETECH RULES
     The Trinity deploys in squads of 4, has 3 MP of ground
movement (no jumping movement), may travel aboard OmniMechs per
the Mechanized Battle Armor rules, and may make anti-BattleMech
leg and swarm attacks. Each suit has an Armor Value of 8, plus 1
additional point representing the trooper inside, and the Capellan
model also includes mimetic stealth abilities that increase the
to-hit modifier against its units by 3 minus the number of hexes
the Capellan Trinity squad moved during the movement phase (so a
stationary Capellan Trinity squad would receive a +3 modifier on
attacks against them, while a squad that moved a full 3 hexes
would receive no such modifier). 
     A typical Capellan Trinity suit carries one man-portable
plasma cannon, while the Canopian/Taurian version tends to carry
one medium recoilless rifle (see p. 192, CBTComp). Resolve fire
for these weapons as per a normal battle armor direct-fire attack

------------------------------------------------------------------
Type/Model:    Trinity Ying Long
Equipment:                                          Slots    Mass
Chassis Type:  Medium Class Humanoid                  0       175
Motive System: Ground Movement (3 MP)                 0        80
Armor Type:    8 Points Mimetic                       7       400

Manipulators:
  Left Arm:    Battle Claw                            0        15
  Right Arm:   Battle Claw                            0        15

Weapons and Equipment                Loc     Shots  Slots    Mass
------------------------------------------------------------------
Modular Weapon Mount                 Body             1        10
 Man-Portable Plasma Rifle           Body      20     2       300
------------------------------------------------------------------
TOTALS:                                              10       995
Slots & Mass Left:                                    0         5

Calculated Factors:
Total Cost:     319,020 C-Bills
Battle Value:   43 (172 for 4)  Weapon Value: 18 (Ratio=.42)
Cost per BV:    7,419.07
Damage Factors: SRDmg = 1   MRDmg = 0   LRDmg = 0
Mechanized:     Travels on OmniMechs
Attacks:        Can perform Swarm and Leg attacks
BattleForce2:   Class: IB   MP: 3   Armor/Structure: 2 / 0
                Damage PB/M/L: 1/1/-   Overheat: 0
                Point Value: 2    Specials: mec, car4

CBT:RPG Data:   Armor Value (M/B/E/X): 9/7/7/7    Coverage: Full
                IR: +6,  ECM: +6,  Camo: +4
                Melee AP: 2,  Target Size Modifier: -1
                Movement Modifiers:
                  Walking: +3,  Running: +6,  Sprinting: +9
                Attribute Modifiers:  STR: +3,  DEX: -1,  RFL: 0
                Equipment Rating:  E/E/F


_________________
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Because sometimes, there are many guards in the castle.


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Moonlapse Vertigo
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PostPosted: 16-Apr-2005 11:23    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Kanazuchi: who needs mobility?

[ This Message was edited by: Moonlapse Vertigo on 2005-04-16 11:23 ]
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bladewind
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PostPosted: 16-Apr-2005 12:55    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Kage.
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PostPosted: 17-Apr-2005 12:01    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Kanazuchi. Almost too large to believe.

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PostPosted: 17-Apr-2005 16:55    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Quote:

On 2005-04-16 11:23, Moonlapse Vertigo wrote:
Kanazuchi: who needs mobility?



i do!

I general avoid fielding any BA without a Jump MP of 3. I would prefear 5, with stealth [advanced would be sweet], and fire resistence.

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PostPosted: 18-Apr-2005 17:01    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

By contrast to the Clan armor suits, the IS designs are spread all over.

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Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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Delta
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PostPosted: 20-Apr-2005 18:54    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Achillies. However, is it possible to mount a Small Pulse on it?
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PostPosted: 20-Apr-2005 18:59    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

No. A Small Laser weighs 200Kg, and just barely fits onto the suit. A Small Pulse weighs twice as much.

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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Delta
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PostPosted: 20-Apr-2005 19:33    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Oh. Didn't know that. What about mixed tech? Would a Micro Pulse fit? (Dont have HMBA and I'm looking for an ideal suit)
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PostPosted: 20-Apr-2005 19:48    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Battle Armor construction rules don't allow for mixed tech. It's either Clan tech or IS tech. But yes, a Micro Pulse laser would, theoretically, fit.

And the ideal suit is relative. Do you want stealth and speed like Vagabond? Do you want armor? Or firepower? A blend of everything?


[ This Message was edited by: Warhammer: 3025 on 2005-04-20 19:50 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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Delta
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PostPosted: 20-Apr-2005 20:00    Post subject: RE: Favourite Power Suit (Inner Sphere) Reply to topic Reply with quote

Sorta like vagabond I guess. Can you make 2 suits: 1 recon suit with a ECM, Active Probe, Improved Sensors ect and some camo. Weapons optional. And another thats like a modified Achillies, a bit heavier, to make way for a Small Pulse and perhaps an ECM if theres room. Thanks...
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