RECON/STRIKE 'MECHS Star League era technology has greatly widened the role light 'Mechs have on the battlefield. Whereas before, the lack of reconnaissance equipment made Recon 'Mechs little more than fast moving targets, new technology allows them to spot for missile artillery, ferret out hidden enemy troops, and disrupt enemy targeting and communications with advanced electronic suites. Advanced equipment has also led to an increase in combat-worthy light 'Mechs suitable for raiding, skirmishing, and anti-recon duties. These Strike 'Mechs are becoming extremely popular among the armies of the Inner Sphere because they can quickly engage foes at close range, and they rarely expose themselves to enemy fire. CAPABILITIES * Tonnage: 20-55 * * Speed: Recon/Strike 'Mechs are very fast, having a walking speed of at least 7. Jump Jets should be mounted only on slower, heavier designs. Lighter 'Mechs should depend more on ground speed and can carry a MASC system if extra maneuverability is desired. * * Armor: Maximum armor is not a must; Recon/Strike 'Mechs can easily disengage from slower foes if they are not faring well. Still, take care to provide good protection to the legs and torso as these areas are the most critical to the 'Mech's survival. * * Weaponry: Since Recon/Strike 'Mechs are able to close quickly or take cover if they cannot get within range, arm them with short to medium range weapons: beam weapons, especially medium pulse lasers, and SRMs. Most long range weapons are simply too heavy for these 'Mechs to carry and reduce their effectiveness, forcing them to stay outside of their minimum range to fire. * * Other Equipment: Probes and ECM suites are appropriate for Recon 'Mechs; Strike 'Mechs may carry C3 computers, Triple Strength Myomer, or Glazed or Blazer armor. Missiles armed with special warheads are also a good choice; they add to the 'Mech's versatility and enable it to damage larger foes more easily. * * Notes: If possible, use standard engines; XL engines make light 'Mechs very vulnerable as their side torsos are weakly armored. Instead, use other tonnage-saving materiels: Endo Steel II internal structure, Ferro Fibrous armor, and MASC technology. Good heat dissipation is not essential because Recon/Strike 'Mechs are fast enough to pull back and cool down if they have heat problems. COMBAT 'MECHS The workhorses of any army, combat 'Mechs combine medium speed, armor, and weaponry in a delicate balance. They are versatile, capable of engaging a foe at any range, but they often lack focus, being either too slow, too lightly armed, or too thin-skinned. Such shortcomings are unavoidable, however, as Combat 'Mechs will never be the perfect fighting machines that they seek to be. New technology has brought them closer, though. They are now faster by upwards of 25% on average and carry far more weaponry than their predecessors. Combat 'Mechs are still far from invincible, however, as XL engines make them more vulnerable to torso damage and ER lasers and PPCs tax their heat dissipation abilities. CAPABILITIES * Tonnage: 40-80 * * Speed: Combat 'Mechs typically have a walking speed of 5 or 6. Jump Jets are more common on 40-55 tonners, but they can be used on heavier 'Mechs too. Opponents are often surprised by heavy 'Mechs that jump. Also, Jump Jets give heavy 'Mechs the extra mobility needed to outmaneuver foes in rough terrain. * * Armor: Good protection is essential for Combat 'Mechs as they are always in the thick of the fighting and are seldom able to disengage. Since, they comprise the bulk of any army, they need to survive battles and fight again without extensive repairs. * * Weaponry: A Combat 'Mech's primary weapon should be accurate at all ranges and do consistant damage with every strike. Suitable weapons include PPCs, large lasers, autocannon, Thunderbolt launchers, and Gauss rifles. SRMs and medium lasers provide additional short range firepower on many designs. Some 'Mechs focus on short range weaponry supplemented by a small LRM or Thunderbolt launcher for long-range attacks. Although there is nothing wrong with this type of design, keep in mind that the 'Mech must be fast enough to close and use its short-range weapons or it cannot fight effectively. * * Other Equipment: Triple Strength Myomer, physical weapons, and C3 Computers all increase a 'Mech's versatility and are appropriate for Combat 'Mechs. Faster designs can do double duty as Recon 'Mechs with the addition of probes and ECM equipment. * * Notes: Having enough heat sinks to continuously fire their primary weapons is essential for Combat 'Mechs since they cannot afford to disengage and cool down if they over-heat. SUPPORT 'MECHS The capabilities of Support 'Mechs have changed little with improved technology. They still tend to be slow, well armored, and heavily armed. In some cases, Support 'Mechs have turned into Combat 'Mechs, becoming faster and more well-rounded through new technology. The old concept of a Support 'Mech is still adhered to in many designs, however, and there is still a need for heavy long-range firepower on the battlefield. CAPABILITIES * Tonnage: 60-100 * * Speed: Support 'Mechs have slow to medium speed. A walking speed of 3 or 4 is most common, but some designs are as fast as 5. Support ÔMechs with Jump Jets can bypass rough terrain and find a good firing position quickly, making them a valuable asset to any army. * * Armor: Most Support 'Mechs carry near maximum armor. The heavy protection is well warranted as they are often among the first targets engaged by the enemy. * * Weaponry: More so than other 'Mechs, Support 'Mechs carry duplicate weapon systems. This makes it harder for a lucky shot to completely silence the 'Mech, allows for some variation in weapons fire to control heat buildup, and allows the weapons to share an ammo bin. Common main weapons include PPCs, LRMs, Thunderbolt launchers, autocannon 5s and 10s, Gauss rifles, and even Arrow IV missile artillery. Ballistic weapons are preferred for their low heat buildup, but they require a constant supply of ammunition. The Artimis IV FCS is essential for LRM support 'Mechs because it greatly increases the average damage done by missile salvos. True support 'Mechs carry only token short range weaponry: a few medium lasers or a small SRM at most. Instead, they rely on their missiles and autocannon to destroy foes from afar. * * Other Equipment: ECM suites and AMSs can increase a Support 'Mech's life-span by reducing the damage done by counter-battery fire from opposing Support 'Mechs. * * Notes: A standard engine is a good choice for slower 'Mechs because it makes it much harder to kill them and still leaves plenty of room for weapons and equipment. Good heat dissipation is also important; a Support 'Mech should be able to fire its primary weapons continuously without heat build-up. ASSAULT 'MECHS Ever since the first "Assault 'Mech" was built, the general concept of "Assault 'Mech" has gradually changed. The Warhammer was valued for its many weapon systems; the Atlas, however, carried a few big guns. Now, Star League technology allows a fusion of the two ideas. Modern Assault 'Mechs rely on many large weapon systems to literally pound their foes to pieces. Although their primary focus is short-range fire power, they often carry a long range weapon or two to keep their opponents honest. CAPABILITIES * Tonnage: 70-100 * * Speed: Assault 'Mechs are very slow having a walking speed of 3 or 4. Because they allow the 'Mech to traverse bad terrain quickly, Jump Jets are fairly common and should be included if possible. * * Armor: Heavy armor is essential for Assault 'Mechs since they will be in the thick of the fighting for the entire battle. Also, the loss of an Assault 'Mech is very demoralizing and can easily turn the tide of battle, so they should be able to hold their own against several enemy 'Mechs. * * Weaponry: Short to medium range weapons with high damage potential are the ideal primary weapon systems for Assault 'Mechs. Autocannon 10s and -20s are the most popular, but large pulse lasers, PPCs, and Gauss rifles also see much use. Common Secondary weapons include small or medium lasers and SRMs. Some 'Mechs carry many small weapons and wither their opponents away with volley after volley of fire. The disadvantage of this type of design is that damage is spread over the entire target while a large weapon can punch a hole in an enemy's armor with one or two shots. On the other hand, hitting the enemy with many weapons gives you a better chance of destroying a vital component and the chances of a lucky shot silencing your 'Mech are less. * * Other Equipment: Assault 'Mechs are often used as command ÔMechs and may carry probes, ECM suites, and C3 master systems to enhance their command ability. * * Notes: Heat dissipation need not be perfect with most Assault 'Mechs; they have enough weaponry to alternate fire and control heat while still doing respectable damage. The biggest concern in designing Assault 'Mechs is critical spaces. There is enough tonnage available to carry all the weapons you want, but sometimes there is not enough room to mount them. To avoid having to deal with a shortage of critical spaces later in the design process, use standard internal structure and armor initially. If it turns out that there is enough room to carry Endo Steel, you can always add it later; adding Endo Steel is easier than removing it. HUNTER KILLER 'MECHS Hunter Killers are hybrid 'Mechs that combine the speed of Strike 'Mechs with the firepower of medium Combat 'Mechs. On the battlefield, they live up to their name. Fast enough to chase down Recon 'Mechs and big enough to trade fire with Combat 'Mechs, Hunter Killers can turn the tide of battle in a few minutes. Unlike Recon/Strike 'Mechs, Hunter Killers rely on a single large weapon system that can kill or disable light and medium ÔMechs with one or two shots. The Hollander, which weighs 35 tons and carries only a Gauss rifle, is a perfect example of a Hunter Killer. Due to tonnage limitations, it is impossible to design effective Hunter Killers without Star League technology. CAPABILITIES * Tonnage: 30-45 * * Speed: Hunter Killers posses medium to fast speed: walking speed of 6 to 9 is typical, 10 being within reach of 30 and 35 tonners. As with Recon/Strike 'Mechs, Jump Jets are more effective for slower designs while MASC systems are better suited to faster 'Mechs. * * Armor: Often Hunter Killers have only moderate armor because most of their available tonnage is devoted to weaponry. Thus, they are excellent candidates for Ferro Fibrous, Blazer, or Glazed armor. * * Weapons: Gauss rifles, autocannon 10, Thunderbolt 10s, -15s, and -20s, and ER PPCs are all appropriate primary weapons. If possible, round out the design with medium or medium pulse lasers to avoid complete dependence on ballistic weapons. Small SRM launchers equiped with special missiles are also good secondary weapons. * * Other Equipment: Hunter Killers will generally have little room left over for extra equipment. If the tonnage is available, add an ECM suite or C3 Computer. The ECM will protect the 'Mech from Artimis IV and NARC guided missiles, favorite weapons of many Combat and Strike 'Mechs. Hunter Killers networked via C3 Computers are particularly deadly because they are able to bring 3 or 4 large weapons to bear on a target with excellent accuracy. * * Notes: As they carry few weapon systems, most Hunter Killers will not have heat dissipation problems. SOURCE BattleTech Mech Design Manual http://www.orst.edu/~legruej/BTech/Introduction.html