Catalyst 35XT002 - Experimental Technical Readout - Primitives Vol 2 [2012].pdf

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INTRODUCTION
With the discovery of the New Dallas memory core and the expanded opening of Clan historical archives, interest in the history of the so-called
Age of War and the early Star League era has exploded, especially among the “average” Inner Spheroid. Some are undoubtedly looking to ind solace
in tales of how their long-past forebears coped with the ongoing violence and devastation of the era while others are simply looking for answers on
how such terrible inhumanity could strike over and over again, how to stop the terrible cycle of violence once and for all. Many, of course, are simply
interested in the history of Mankind, taking advantage of the many new resources suddenly opened to them.
No matter your reasons, we hope that this treatise will help provide you some historical perspective upon the Age of War, that little-understood
era which led directly to Mankind’s greatest of achievements: the Star League. In some ways, this work could be considered a technical readouts
of irsts —the BattleAxe , Gladiator and Icarus were the very irst BattleMechs produced by the Federated Suns, Draconis Combine and Free Worlds
League, respectively, while the Wasp was the very irst ’Mech that could jump. The Banshee and the Crossbow , meanwhile, were the irst ’Mechs
produced by their manufacturers. And the LTV-4 Hovertank was, near as our research could determine, the one design that seemingly revolutionized
the state of the art and ushered in the “modern” technological era of the twenty-ifth century.
Meanwhile, this work continues to unravel the “truth” of the state of technology during the Age of War. While we have known for some time
now that many of the so-called “facts” presented by ComStar in their popular Technical Readouts were simply suppositions crossed with well-
regarded legends and at least a few manufactured “truths” about the almost-mythical Terran Hegemony. For example, many military historians have
long assumed that aerospace and naval construction technology had somehow advanced faster than land-based vehicles, a “fact” we now aim to
correct with the inclusion of the Black Eagle DropShip and the Ares Mk. I Landing Craft.
This Experimental Technical Readout: Primitives is certainly not the inal or most deinitive work on military technology of the era. No doubt, as
historians continue to delve into the new sources open to them, we will see more and more publications such as this. Taken as a whole, they will
give you a better, if not complete, picture of the advancing state of the art in the inal decades of the Age of War and leading into the formation of
the Star League.
—Dr. Saga Brest, 19 June 3079
HOW TO USE THIS BOOK
The ’Mechs, combat vehicles, and ighters described in Experimental Technical Readout: Primitives, Volume 2 provide players with a sampling of
designs from the period of time covered by the Age of War and the rise of the First Star League. While the focus of the designs featured in this book
is historical, many of the designs have modern counterparts detailed in other Technical Readouts.
The rules for using ’Mechs, vehicles and ighters in BattleTech game play can be found in Total Warfare , while the rules for their construction
can be found in TechManual . However, the primitive nature of these designs also utilized the RetroTech construction rules found in Jihad Secrets: The
Blake Documents , supplemented by the Experimental-level rules presented in Tactical Operations.
Special additions to the Primitive construction rules have also been introduced in this book. For reference, a special Additional Game Rules
section follows the design specs provided in these pages.
Developer’s Addendum
Astute readers may notice that several of the designs that will appear in this and other volumes of the XTR: Primitives mini-series have appeared
in previous Record Sheets books such as Record Sheets: 3075 . This redundancy is intentional, both as a means of correcting minor errors in the original
Primitive units’ stats (where conlict arises, the Primitives XTR s supersede) and as a means of providing a clearer and more focused treatment of the
primitive machines that were contemporaries during the Age of War.
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INTRODUCTION
CREDITS
Project Development
Herbert A. Beas II
Development Assistance
Randall N. Bills
Jason Schmetzer
BattleTech Line Developer
Herbert A. Beas II
Assistant Line Developer
Ben H. Rome
Primary Writing
Christofer “Bones” Trossen
Art Direction
Brent Evans
Production Staf
Record Sheets
Joel Bancroft-Connors
“BV Smasha!” Sebastian Brocks
Christopher “Chunga” Smith
“Techno Wizard” Jason Tighe
BattleTech Logo Design
Shane Hartley, Steve Walker
and Matt Heerdt
Factchecking/Playtesting: Joel Bancroft-Connors, Joshua
“NCKestrel” Franklin, William “Mad Capellan” Gauthier, Keith “Xotl”
Hann, Johannes “jymset” Heidler, Daniel “DarkISI” Isberner, Chris
“Alexander Knight” Marti, Luke “Jellico” Robertson, Chris “Chunga”
Smith, Peter Smith, Chris Wheeler, Patrick Wynne.
Dedicated to: My Historicals cohort Chris Hartford, along with
Herb and Randall—had we not written Historical: Reuniication War, I
probably wouldn’t have wrapped my head around the pre-history of
the BattleMech as much as I did, leading me directly into inishing of
this series of XTROs.
Cover Design and Layout
Ray Arrastia
Illustrations
Doug Chafee
Chris Lewis
Duane Loose
Slawomir Maniak
Justin Nelson
©2012 The Topps Company, Inc. All Rights
Reserved. Experimental Technical Readout:
Primitives Volume 2, Classic BattleTech,
BattleTech, BattleMech, ’Mech and the
Topps logo are registered trademarks and/or
trademarks of The Topps Company, Inc., in the
United States and/or other countries. Catalyst
Game Labs and the Catalyst Game Labs logo
are trademarks of InMediaRes Productions, LLC.
CAT35XT002
STAR LEAGUE ERA
CLAN INVASION ERA
JIHAD ERA
Under License From
®
SUCCESSION WARS ERA
CIVIL WAR ERA
DARK AGE ERA
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WSP-1 WaSP
Field Testing Summation: Original Wasp Primitive Chassis
Producer/Site: General Mechanics, Inc., Mars
Supervising Engineer: Soren Iishi
Prototype Introduction Date: 2464
Non-Production Equipment Analysis:
Type: Wasp
Technology Base: Inner Sphere (Primitive)
Tonnage: 20
Equipment
Mass
Primitive Armor
Internal Structure:
2
Primitive Cockpit
Engine:
120 Primitive
4
Primitive Engine
Walking MP:
5
Prototype Jump Jets
Running MP:
8
Jumping MP:
5
Overview
The mid-twenty-ifth century BattleMech was the undeniable
king of the battleield, but was a lumbering beast compared to the
tanks it had supplanted. Conventional vehicles were still needed
as scouts and lankers, a paradigm Terran Hegemony generals
were more than willing to accept, at least until they learned that
the Lyran Commonwealth was pursuing its own home-grown
BattleMech, one designed from the ground up as a scout.
When the Hegemony Armed Forces released its requirements
for a “highly mobile fast reconnaissance BattleMech”, General
Mechanics, Incorporated jumped at the opportunity. The company
was one of the primary subcontractors involved in the design and
production of both the Mackie and the Banshee and was looking
to expand its operations and proile. General Mechanics gave Dr.
Soren Iishi the mandate to win that contract.
The company spared no expense in supporting Soren, who
recruited an expansive talent pool and built an advanced research
department, known as “The Hive”, dedicated to the project. The
design of a fast BattleMech was no problem for Soren’s engineers,
who had baseline plans and models ready for approval within weeks.
Their challenge, however, was in realizing Dr. Soren’s vision—a ’Mech
that could ly, giving it truly unsurpassed mobility and survivability.
The Hive’s combined brainpower and resources were
ultimately unable to quite reach that lofty goal (indeed, the state
of the art would require more than two centuries of advancement
to replicate Dr. Soren’s vision in the form of the Land-Air ’Mech),
but they came close—in doing so also indelibly leaving their own
mark upon the very nature of the BattleMech. When WSP-1X-02
irst appeared during its preliminary trials, landing in front of the
HAF High Command after jetting over the top of its hangar, the
competition was over. General Mechanics’ Wasp had won.
Not, of course, that development of the Wasp was complete.
“Jumping” the twenty-ton machine was a dangerous prospect that
often left the Wasp a mangled wreck and its pilot traumatized.
The ’Mech’s gyroscope could not maintain stability through the
maneuver, requiring absolute concentration and deft relexes from
its pilot to land safely. It would be almost a decade—and hundreds
of damaged HAF Wasp s and injured MechWarriors—before The
Hive’s engineers solved the jump “problem”. The company went on
to construct countless thousands of Wasp s for the Hegemony and
Star League, making it one of the most iconic of ’Mechs in existence.
Heat Sinks:
10
0
Gyro:
2
Cockpit (Primitive):
5
Armor Factor (Primitive):
37
3.5
Internal
Armor
Structure
Value
Head
3
4
Center Torso
6
6
Center Torso (rear)
3
R/L Torso
5
4
R/L Torso (rear)
2
R/L Arm
3
3
R/L Leg
4
3
Weapons and Ammo
Location
Critical
Tonnage
Medium Laser
RA
1
1
Jump Jet
RT
1
.5
Jump Jet
LT
1
.5
Jump Jet
CT
1
.5
Jump Jet
RL
1
.5
Jump Jet
LL
1
.5
Notes: Features the following Design Quirks: Weak Legs, Hard to Pilot
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ICR-1X ICaRUS
Field Testing Summation: Original Icarus Primitive Chassis
Producer/Site: Corean Enterprises, Stewart
Supervising Engineer: Abrahim Chiu
Prototype Introduction Date: 2470
Non-Production Equipment Analysis:
Type: Icarus
Technology Base: Inner Sphere (Primitive)
Tonnage: 40
Equipment
Mass
Primitive Armor
Internal Structure
4
Primitive Cockpit
Engine:
195 Primitive
8
Primitive Engine
Walking MP:
4
Running MP:
6
Overview
The Free Worlds League’s “acquisition” of the BattleMech
in 2462 brought a tremendous technological leap to the
relative handful of premier military manufacturers the League
government entrusted with those secrets. The irst goal was, of
course, to replicate the Mackie and bring it into service within the
League’s military as quickly as possible. A close, but unspoken,
second was the debut of the League’s irst native ’Mech design.
Corean Enterprises was intent on winning that competition,
tasking two separate development teams with designing the new
“standard” for the FWLM. The Icarus , a mid-weight design meant to
support both heavy Mackie lances as well as conventional armor
and infantry formations alike, was the irst to reach prototype
status. The FWLM was impressed by Corean’s speed in delivering
an operational prototype, and likewise showed signiicant
enthusiasm at the design—especially as the Icarus mounted a
large laser on a frame less than half the Mackie ’s mass, allowing
more ’Mechs to be carried on military transports. Unfortunately,
the rushed nature of the project led to a long series of problems
and delays that ultimately doomed the design. While the Icarus
design team worked furiously to correct the ’Mech’s numerous
design laws, Corean’s other design team unveiled their own
’Mech prototype—the Hector —a year after the irst Icarus walked
out of the lab. Utilizing lessons learned from the Icarus ’ numerous
problems, the Hector team presented the FWLM an operational
BattleMech that was quickly accepted for production.
Corean Enterprises naturally shifted the bulk of its resources
towards the Hector , though a handful of the Icarus team members
remained on project, ixing the design laws and upgrading the six
prototype models with reinements made possible by the Hector ’s
development. Four of the six Icarus prototypes saw limited, but
favorable, service with the FWLM during the Age of War, which
provided Corean engineers enough data and support to keep
the Icarus project alive as a research and advanced technology
demonstration testbed. The Icarus prototypes served Corean
Enterprises well for years, ultimately prompting the company
to revisit the design in the twenty-sixth century as the much-
upgraded Icarus II .
Jumping MP:
0
Heat Sinks:
10
0
Gyro:
2
Cockpit (Primitive):
5
Armor Factor (Primitive):
112
10.5
Internal
Armor
Structure
Value
Head
3
9
Center Torso
12
15
Center Torso (rear)
4
R/L Torso
10
13
R/L Torso (rear)
4
R/L Arm
6
9
R/L Leg
10
16
Weapons and Ammo
Location
Critical
Tonnage
2 Machine Guns
RA
2
1
Ammo (MG) 200
RT
1
1
2 SRM 2
LT
2
2
Ammo (SRM) 50
LT
1
1
Large Laser
LA
2
5
Small Laser
LA
1
.5
Notes: Features the following Design Quirks: Prototype, Poor
Performance, Diicult to Maintain, Obsolete/2470, Extended
Torso Twist
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