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The
BattleMech
BattleMech
(Mech), in the science fiction of BattleTech, is a war
machine 10-12 meters in height, and 20 to 100 tonnes in
weight. These vehicles are powered by fusion reactors and are
capable of fighting underwater and in outer space.
BattleMechs use a muscle-like artificial fibre called myomer
to allow the 'Mech to walk and move. Powerful gyroscopes
provide stability, which the pilot controls with a
neurohelmet that effectively links the 'Mech's computer into
the pilot's sense of balance and nervous system. The movement
of a 'Mech is controlled by joystick.
BattleMechs are armed with a frightening array of weaponry,
including lasers, short, medium, and long range missiles,
(interestingly, BattleTech missiles are far shorter ranged
than their modern counterparts which was explained by
guidance technology being lost over time, through the
Succession Wars.), machine guns, autocannons, gauss rifles,
flamers, particle projection cannons (PPCs) and the 'Mech's
own arms and legs. A single 'Mech can easily destroy a city.
A BattleMech's only true rival is another 'Mech - artillery,
aircraft, and tanks are nearly worthless against them without
BattleMech support or a strong advantage in numbers.
The first BattleMech ever developed was the Mackie, a
well-described 100 tonne box with legs. It was developed in
2439 by the Terran Hegemony, first deployed in 2443, and
produced throughout the rest of the Inner Sphere after the
BattleMech construction plans were stolen in 2455.
Rarely used configurations of battlemechs are the quad
(four-legged 'Mech) and LAM (Land Air 'Mech).
The Land
Air 'Mech
The LAM had the ability to transform into a conventional
aircraft and revert to BattleMech mode, enabling it to
quickly traverse great distances in a short time. However its
weight limit, real life legal conflicts with Harmony Gold
(The LAMs, as well as several other 'Mechs, were based
heavily off of mecha designs from The Super Dimension
Fortress Macross and other anime series) would end its
official existence within the universe. The Wasp, Stinger and
Phoenix Hawk were famous LAMs. These Land Air Mechs can be
found in the original edition of Technical Readout: 3025,
along with the other "lost" or "unseen" BattleMechs such as
the Marauder, Crusader, Warhammer, and the non-LAM versions
of the Stinger, Wasp, and Phoenix Hawk.
As an interesting side note, a flying 'Mech was made as
add-on to Combat Flight Simulator 2, copyright of Microsoft,
by a third party. It was called the Stormcrow (not to be
confused with the canon 55 tonne Clan medium mech of the same
name), and had two wings projecting from the top. It is
capable of vertical take-off and landing.
The Quadruped 'Mech
The quad 'Mech, though much maligned, has experienced a bit
of a renaissance in the years after 3060. With the
rediscovery of more efficient weapons, internal structure,
and armor, the quad 'Mech's stability and ability to carry
heavy weapons has much improved. However, the stigma
associated with the general design still lingers, leaving the
normal dual-legged battlemech the vastly more common 'Mech.
Notable quad designs include the 55 tonne Scorpion, 80 tonne
Goliath and 70 tonne Barghest.
Certain 'Mechs have become iconic within the Battletech
Universe. The birdlike 75 tonne Timber Wolf/Mad Cat (pictured
in the Legend of The Jade Phoenix novel cover) is popular
both for its aesthetic quality and in-game performance. The
Timber Wolf is a very popular subject for art, both in
official Battletech material and fan artwork. Interestingly,
the Timber Wolf bears more than a passing resemblance to the
original Marauder (which is no longer pictured in official
Battletech material due to copyright issues), which is
another popular (and arguably effective) design.
Primary characters in Battletech stories often use customized
mechs. For example, Kai Allard-Liao pilots a unique Centurion
medium battlemech called "Yen-Lo-Wang" which features a
slightly different weapons configuration than a standard
centurion. Prince Victor Steiner-Davion uses a custom Dire
Wolf Assault 'mech with more high-calibre weapons (the usual
configuration sports multiple small and medium weight
weapons). Jade Falcon hero Aidan Pryde pilots a custom
jump-capable Timber Wolf. Gray Norton piloted a customized
rifleman fire support and anti aircraft 'mech dubbed "Legend
Killer", although exactly what modifications were made to the
chassis are unknown (although they transformed the otherwise
mediocre rifleman into a deadly area fighter). Finally,
Natasha "The Black Widow" Kerensky piloted a customized Dire
Wolf somewhat similar to Victor's.
The
OmniMech
OmniMechs are a special class of BattleMech whose weaponry
and equipment may be mounted and unmounted in a modular
manner, allowing MechWarriors to customize their war
machine's loadouts to emphasize their own skills and
environmental considerations, making them all the deadlier
foes to face in battle. Though beginning to appear more and
more in the standard armies of the Inner Sphere, the OmniMech
is still predominantly used by the Clans of Kerensky. Having
mastered the design of the OmniMech many years before their
invasion of the Inner Sphere in 3050, the Clans used these
machines with frightening efficiency, decimating whole
garrisons with nearly 3 to 1 or even 5 to 1 numerical
superiority stacked against them. Incorporating a majority of
Star League-era technology as well as native Clan
technological advances, the OmniMech went on to symbolize the
Clans themselves to much of the Inner Sphere.
Already in a technology race, all House armies treated these
Mechs as the Holy Grail of Battlemech technology. Captured
OmniMechs themselves usually never saw battle again until the
Inner Sphere began to make small advances against the
unstoppable Clan juggernaut. During that time, many of the
Inner Sphere nations, most notably the Federated Commonwealth
and the Draconis Combine, made remarkable headway when they
released reverse-engineered designs of some venerable Clan
designs. Still, these OmniMechs paled in comparison to their
parent designs. Not until after the Truce of Tukayyid did the
Inner Sphere begin to decidedly close the gap between their
technology and their aggressors. Now famous new designs such
as the HA1-O Hauptmann, the TLR1-O Templar and the MS1-O Men
Shen have begun to shine in the militaries of House Steiner,
House Davion and House Liao respectively, with many houses
following suit.
The real power of the OmniMech lies in the modular
construction of its design. The OmniMech was originally based
off of the Mercury BattleMech and is simply an evolution of
that style of design. Though not solely created for modular
weapon loadouts, the OmniMech design proved advantageous for
repair and construction as well. Damaged components such as
arms and legs could be easily replaced in half the time it
took for common Battlemechs even without the experience of
the dedicated Technician Caste of the Clans servicing them.
On top of this, many of the Mechs seen in the invasion also
sported similar limbs to each other (most notably the
Summoner and the Hellbringer Omnimechs), leading many to
believe that some parts serviced many chassis instead of
solely one design. In a logistical sense, this greatly
improved the Clans' ability to wage war. The ability of a
front-line unit to quickly service, re-arm or even modify the
weapons loadout, and put pilots back on the battlefield kept
the Clans moving at their amazing pace. Also, the modular
design caused a sizeable decline in weight for many weapons
and components, hence allowing, for example, a 75 tonne
Timber Wolf (known as the Mad Cat to the Inner Sphere armies)
heavy OmniMech to feature as much weaponry as Inner Sphere
assault Mech has, without the penalties to maneuverability a
typical Assault-class mech has.
Ironically, the first Mech ever seen by the Inner Sphere was
one such Timber Wolf on the planet The Rock at the beginning
of the invasion in 3050. To this day in the storyline, the
Clans still field this and many other designs from the
invasion in frontline Galaxies, spanning almost 2 or 3 design
generations in the Inner Sphere that have fought and been
destroyed at their feet. It has since become the symbol of
the Clans as a whole, and is a true testament to the tenacity
and brilliance of Clan technology
The
Jumpship
Jumpships are what make interstellar exploration,
colonization, and warfare possible. Dropships dock to the
Jumpship, which is almost always positioned either at the
nadir or zenith points above or below a star, where
gravitational influence is negligible and FTL travel is
possible. To jump, the Jumpship calculates the correct course
and field strength and fires the Kearny-Fuchida drive, which
instantly transports the ship to the projected star system,
up to 30 light-years away.
It is possible for a jumpship to use "pirate points" which
are closer to the planets--and are caused as the planetary
bodies of a system orbit, canceling one another's
gravitational influence--but these points are much harder to
navigate to compared to the traditional nadir and zenith
points around a star.
Instantaneous interstellar travel would make warfare
extremely volatile were it not for the limitations of the
Kearny-Fuchida FTL drive. The jump, or teleportation of a
very large mass, cannot be triggered at will. A number of
days (typically a week) must be spent collecting copious
amounts of energy from the nearby star, which is done by
means of a solar collector with an area of many square
kilometers. The immense energy is accumulated in storage
pools/banks/batteries/capacitors, and dumped into the drive
system wholesale to achieve the jump. Jump drives may also be
charged by the JumpShip's fusion reactor, which can result in
a significantly faster recharge, but has several drawbacks,
namely: increased consumption of fuel for the fusion reactor
and a slightly higher chance of a misjump due to the higher
speed of the charge. Ships with Lithium Fusion Batteries
typically charge the drive with the sail and the batteries
with the onboard reactor.
Some Jumpships are equipped with "Lithium Fusion Batteries"
which allow the jumpship to store two 'charges' for the jump
drive, allowing the ship to make two jumps in quick
succession. This places heavy stress on the jump drive and
increases the risk of a failure in the drive or a
misjump.
There are two primary causes for jumpdrive failures or
misjumps. One is overstressing the drive, and the second is
via spatial anomalies. The former is much more common, and
results from poor maintenance, charging the jump drive too
quickly (minimum time to do what is generally considered a
safe jump is 150+ hours), or making two jumps in succession
with lithium-fusion batteries. Spatial anomalies are far
rarer, but are suspected to have caused the loss of several
jumpships over the several hundred years of their use.
During the time of the Star League and before, there were
massive armed and armored JumpShips called WarShips. At the
height of Star League, fleets of thousands of these behemoths
roamed the stars, enforcing the League's will. The majority
of these, and those belonging to the Inner Sphere's Houses,
were destroyed during the fall of the League, or disappeared
along with Aleksandr Kerensky and the SLDF, and most of their
shipyards were heavily damaged or obliterated. It has only
been in the later part of the 31st century that technology
has risen to a point where building fleets of new WarShips is
even somewhat feasible. Still, only the most industrious of
Successor States can even construct more than one at a time
because their astronomical costs.
The
Dropship
While JumpShips move units and other hardware from star
system to star system, it falls to the DropShips to move them
inside the system. Almost all DropShips are capable of
landing on a planet, and they are the primary method of
moving goods and armies. These workhorses, though, are still
technological wonders, much like their bigger brethren, the
Jumpship.
DropShips range in mass from 400 tonnes (Vampire Troop
Carrier) up to massive 100,000 tonnes (Behemoth Cargo
Carrier) and all sizes in between. This massive bulk, though,
would be nothing without the large and very powerful fusion
engines that propel them through space. Despite their massive
size, though, these DropShips are usually cramped inside,
featuring relatively little in the way of creature-comforts
or extra space. Every possible hole or space in a DropShip
has some sort of system or mechanism important to the
operation and maintenance of the vessel. Most crews live in
small, spartan quarters bunking 4 or more a piece, though
Star League Era DropShips, as well as some newer ones as of
the late 3060's feature comparatively spacious twin cabins.
Except for passenger liners which only afford their
attendants a bit more privacy, DropShips are very public
places. Most DropShips ever described talk of stale air and
overly-cramped living conditions. Still, in terms of the
needs of humanity, these DropShips and their crew are
technological god-sends.
They are based around two basic hullforms, aerodyne
(aerodynamic, resembling that of the space shuttle) and
spheroid (egg-shaped). Aerodynes are generally smaller than
spheroids, require runways to take off and land, but are
capable of at least crash-landing. Spheroid must rely on
brute drive strength to remain in flight. To facilitate these
designs, most colonized planets feature massive starports in
order to service and unload/load these behemoths. Though
designed to land on any terrain, DropShips mainly set down at
these facilities in order to minimize the chance of damage.
Any maintainence to a DropShip usually costs more than even
the average citizen of BattleTech's storyline will ever see
in 3 or 4 of their lifetimes combined, let alone that of many
companies. The chassis itself costs a large fortune to make,
let alone any weapons, armor, avionics, and those powerful
fusion engines required to even lift it off the ground.
The most common DropShips in military service are the
spheroid "Union" and "Overlord" class DropShips. The Union
can carry a full 12-'Mech company, and the Overlord can carry
a battalion, consisting three times a Union's complement.
More recent designs such as the Federated Suns Conquistador
can carry even more, delegating space for heavy combat
vehicles, aerospace fighters, and even battle armor. Also,
some DropShips have been pressed into duty to provide support
or suppression fire in combat against enemy WarShips. These
designs give up space in order to carry the massive weapons
fielded by Warships, even though in terms of survivability,
they would never last in a head-to-head fight. Still, these
designs have gained popularity for being much cheaper to
field in relation to WarShips.
The
HyperPulse Generator
The HyperPulse Generator (HPG) arrays are based upon numerous
worlds all across the Inner Sphere. ComStar owns and operates
these, collecting payment from those who wish to transmit
messages. The FTL devices are the primary means of
interstellar communications, and ComStar has a virtual
monopoly on their usage.
However, following the schism of the Word of Blake from
ComStar after the battle of Tuukayid, HPG technology has
slowly begun disseminating to the states of the Inner Sphere,
with ComStar itself accepting money to help fund the creation
of new stations.
As transmission is expensive, messages are frequently bundled
into batches of hundreds, sent simultaneously. So, while the
transmission of HPG array messages is done nearly
instantaneously, it may be days, weeks, or months before a
message is sent; one can pay a higher fee in order for
"priority service". The maximum range of an HPG pulse is 50
light-years.
Transmission stations are categorized by a rating, either A,
B, C, or D. Most stations in the inner sphere are class A or
B stations, meaning that they transmit regularly and have
high volume capacity. Class C and D stations are more often
seen in the periphery or in backwater worlds, and they only
transmit once a week or month, sending a few batched
messages.
The transmission itself is a variant of the jumpdrive. The
system effectively allows a radio transmission to travel
through hyperspace for distances of fifty light years. The
transmission cannot be bidirectional due to the manner that
jumpspace works, but if two HPGs are used to establish a
connection, one can receive transmissions and the other can
send them, effectively bootstrapping a bi-directional comm
system. This was first seen in the years leading up to the
FedCom civil war, when the Archon subsidized construction of
more HPG centers to allow real-time communications between
New Avalon and Tharkad, effectively across the entire inner
sphere.
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