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ribution Summation: Advanced Upgrade
ucer/Site: Graham-Davis Enterprises,Tamarind
d Designer: Adam Odessa
ect Start Date: 3076
-Primitive Equipment Analysis:
Light Machine Guns
Rocket Launchers
e r v i ew
The thought of aPatronLoaderMe ch charging into combat is
ost laughable. Outside of a desperate reloading actions durin g
Age of War, the slow, unarmed, and under-armored Patroni s
erally seen as an irrelevant support ' Mech by today's standards,ere convenience for technicians. Opponents of Tamarind militia
find the newPatronto be problematic, however. Though its
d is unchan ged, this is not an issue for a Mec h desig ned to
nter and support conventional infantry. At only fifteen tons,
Patron's strategic movement can be much easier than larger
s. ThePatron'sfour light machine guns give it some reach to
into most conventional troops, but if the enemy infantry has
ng enough reach, thePatron should still be cautious because
armor hasn't been improved. Indeed, the most significant task
he militiaPatron is carrying its five ten-rocket launcher salvos
the fray. With these, the Patron's supporting infantry can
a fighting chance against more heavily armored opponents,
as battle armored troops and light vehicles. A lucky strike
hese same rockets can even beco me a deterrent, scattering
ventional troo ps before they even c ome into effective range
massed fire.
The first sales of the Patron MilitiaMech went to Tamarind
ia forces, but manufacturer Graham-Davis Enterprises quickly
red the design to anyone who can afford it. GDE expects this
refit to dramatically increase the tepid sales that followed the
erablePatron in the past. Despite the armaments, however,cs say that it seems unlikely that custom ers will sudden ly fl ock
he fragilePatron so quickly.
Type: Patron
Technology Base: Inner Sphere
Tonnage: 15
Battle Value: 1 43
Equipment Mass
Internal Structure: 3
Engine : 30 Fuel Cell 1.5
Walking MP: 2
Runnin g MP: 3
Jumpi ng MP: 0
Heat Sinks: 1 0
Gyro: 1Cockpit: 3
Armo r Factor (BAR 5): 24 1
Internal Armor
Structure Value
Head 3 3
Center Torso 5 3
Center Torso (rear) 2
R/L Tors o 4 2
R/L Tors o (rear) 2
R/L Arm 2 2
R/L Leg 3 2
Weap ons and Am mo Location Critical Tonnag e
2 Light Machin e Guns RA 2 1
5 Rocket Launc her 10 RT 5 2.5
Moun ted Searchlight LT 1 .5
2 Light Machin e Guns LA 2 1
Am mo (Light MG) 100 LA 1 5
Notes: Features Advanced Fire Control.
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ributi on Su mmatio n: General Production
ducer/S ite: Zettle Metals Inc, Rahne
d Designer: Bobby Louella
ect Start Date: 3075
-Primitive Equi pment Analysis:
ER Medium Laser
Beagle Active Probe
e r v i ew
Both ends of the Lyran Alliance defense industry are expanding.
hundreds of millions of kroner, a Hauptmann can be purchased
state-of-the-art weapons, includ ing Lyran-built equivalents of Clan
oca nno ns but for just a few million, one can obtain a much morenomical Pathfinder instead. While the hyper-advanced Hauptmann
s so far total one order, dozens ofPathfindershave found themselves
uced in the past few years at Zettle Metals.
At first glance, the 'Mech is less than impressive, generally
performed by a century-old LocustorStinger. Looking into the basis
the design provid es a better showing for thePathfinder.Though built
esser standards, this machine is able to keep up with almost any Lyran
mation larger than a lance, and it carries a very modern ER medium
r for punch, allowing it to hit farther than most vintage desi gns. But
heart of this 'Mech isn't its weaponry, but the active probe that enables
Pathfinder to locate enemy units and reveal their locations to its more
erfu l lancemates. Ma ny of thePathfinder's parts arelow-spec" but the
e is Nashan Diversified's newest combat-ready Beagle series. Not only
iding combat detection, the Beagle can also quickly scan terrain, and
bine its data with scans from other probes (even models from different
ufacturers) to build a detailed topographical map.Pathfindersales have
n brisk, especially to smaller military units wishing to supplement their
bat units with a greater number of inexpensive scouts. Only forces and
ncies who are wanted by Lyran authorities or those outlawed by the
C seem to be forbidden to purchase thePathfinder.Still, the LAAF is
ently the prima ry buyer for the desig n, outfitting many of their militiaes with the design.
There has been talk at Zettle of producing a version that replaces the
r with target acquisitioning gear.This would make thePathfindereven
e of a "team player' than it already is, but leaves it with no offensive
power of its own. Due to the backlog of orders at Zettle, however, this
ant would be unlikely to surface until the next decade at the earliest.
Type: Pathfinder
Technology Base: Inner Sphere (Primitive)
Tonnage: 25
Battle Value: 452
Equipment Mass
Internal Structure: 2.5
Engine : 180 Primitive 7
Walking MP: 6
Runni ng MP: 9
Jumpin g MP: 0
Heat Sinks: 10 0
Gyro: 2
Cockpi t (Primitive): 5Armo r Factor (Primitive): 64 6
Internal Armor
Structure Value
Head 3 8
Center Torso 7 7
Center Torso (rear) 3
R/L Torso 6 7
R/LTors o (rear) 2
R/L Arm 4 6
R/L Leg 5 8
Weap ons and Am mo Location Critical Tonnage
ER Med ium Laser RA 1 1
Beagle Active Probe CT 2 1.5
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ribut ion Sum mation : Limited Production
ducer/Site: Marian Arms/Alphard Trading Company, Alphard
d Designer: Franz Zimmerman
ect Start Date: 3077
-Primitive Equipment Analysis:
LB 10-X Autocannon
Rocket Launchers
e r v i ew
Building a 'Mech production facility is no mean feat, even for
ccessor State that has damaged facilities to start with. For the
an Hegemony, the development of Marian Arms have been
of the greatest challenges that nation has faced. At first onlyable of refitting existing chasses, now these 'Mech facilities
e debuted their first complete manufacture, a local variation on
Centurion.While the choice may se em at first to be a no d to the
e mony' s neo-R oman style, the fact remains that the venerable
turion is a solid 'Mech, more than capable in its own right.
The Maria n version, dubbe d the CN9-H, is built to primitive
dards, likely due to limits on M arian Arms' chassis construction
ability at this time. While this mak es it mo re fragile than the
t ancientCenturions in the Inner Sphere today, most Periphery
dits won't likely stick around to figure that out. Armed with
LB 10-X autocannonlikely imported from the League or
ancethis 'Mech has power and range. Its traditional missile
cher is gone, replaced by nearly a half dozen ten-tube rocket
chers. Combined with the speed of a 9-A model, this weapon s
giv es the Maria n version similar capabilities, but in a real fight,
pretender will soon be exposed by its lack of armor. While
ally similar to Succession Wars standards, the poor quality
erial protecting this machin e puts up only half the fight of
mal armor. This can easily intimidate resource-wary pirates
er to minimize their own d amage, but a serious invader facing
of theseCenturionswill find it a glass cannon. On the plus side,
orts from technicians indicate that the primitive compone nts
ot require much more maintenance than standard parts today,
repairs may take longer anyway, given the present rarity of
y parts.
Purchasing one of these machines seems unlikely for the near
re; the Caesar's Legions need to rebuild just as bad as almost
other armed force in the known universe, and so M arian Arm s
ot selling CN9-Hs on the open market.
Type: Centurion
Technology Base: Inner Sphere (Primitive)
Tonnage: 50
Battle Value: 848
Equipment Mass
Internal Structure: 5
Engine: 240 Primitive 11 5
Walking MP: 4
Runnin g MP: 6
Jumpin g MP: 0
Heat Sinks: 10 0
Gyro: 3Cockpit (Primitive): 5
Armo r Factor (Primitive): 96 9
Internal Armor
Structure Value
Head 3 8
Center Torso 16 15
Center Torso (rear) 5
R/LTorso 12 10
R/L Tors o (rear) 4
R/L Ar m 8 10
R/L Leg 12 10
Weap ons and Am mo Location Critical Tonna ge
LB 10-X AC RA 6 11
Am mo (LB-X) 20 RA 2 2
Med ium Laser CT 1 1
5 Rocket Launc her 10 LT 5 2.5
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tribution Summation: Advanced Upgrade
ducer/Site: New Hessen WorkMechs, New Hessen
d Designer: AricaVashti
ject Start Date: 3077
-Primitive Equipment Analysis:
ER PPC
PPC Capacitor
ER Medium Laser
ER Small Laser
e r v i ew
New Hessen's original RetroTech design, the NH-1 Rook,found its way
o the ope n market fairly quickly during the Jihad, a success that soon ledhe development of the modernized NH -2 and N H-3X series. However,
esponse to requests from past customers. New Hessen WorkMechs
prisingly unveiled a new aftermarket upgrade available only to the
inal NH-1 primitive model, the so-named NH-1 Rook-Xpackage.
Giving the Mec h a formidable offensive punc h to rival that of the
2, the NH-1 carries an extended-range PPC and four medium lasers
of which are extended range types. Even the rear facing small lasers
upgraded in this refit, and two more heat sinks have been added to
p with the load. But the biggest shock is the addition of a capacitor for
particle cannon. While using the capacitor pushes the Rook-X"s heat
elope, a solid hit from this weapon c an destroy cockpits on even the
t heavily armored 'Mechs in a single shot. Like many BattleMechs,
Rook-X suffers from heat issues, and plasma weapons or infernos can
ckly take this desi gn out of a fight. But while a lot of focus is on the
ticle cannon and capacitor, the lasers can make for a heavier, if less
centrated, barrage that will not tax the sinks too much. The two types
orward lasers provide a slightly od d set of range brackets that pilots
need some time to get used to, but competent pilots can master these
ks in short order.
Given the NH-1's sales history, most of the NH-1 upgrades have gone
militia forces now stationed throughout the former Blake Protectorate,ecially those on or near New Hessen.The refits have already seen action
nst the Capellan Confederation. Thoug h neither exceptionally fragile
overly durable, their increased firep ower made it har d for the Capellan s
gnore them.
Type: Rook-X
Technology Base: Inner Sphere (Experimental)
Tonnage: 55
Battle Value: 1,187
Equipment Mass
Internal Structure: 5.5
Engine: 200 Primitive 8.5
Walking MP: 3
Runni ng MP: 5
Jumpin g MP: 0
Heat Sinks: 16 6
Gyro: 2Cockpi t (Primitive): 5
Armo r Factor (Primitive): 160 15
Internal Armor
Structure Value
Head 3 9
Center Torso 18 22
Center Torso (rear) 7
R/L Torso 13 20
R/LTorso (rear) 6
R/LAr m 9 17
R/L Rear Legs 13 18
Weap ons and Am mo Location Critical Tonnage
ER Me di um Laser RA 1 1
ER PPC RT 3 7
PPC Capacitor RT 1 1
Med ium Laser RT 1 1
ER Small Us er RT(R) 1 .5
Med ium Laser LT 1 1
ER Small Us er LT(R) 1 .5
ER Me di um Laser LA 1 1
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ributi on Su mmatio n: General Production
ducer/S ite: Hope Industrial Works, Randis IV
d Designer: BrotherToccera
ect Start Date: 3076
-Primitive Equi pment Analysis:
MM L 5 Rack
CASE
e r v i ew
Though some see them as a subversive cabal looking to
and their sphere of influence, the Brotherhood of Randis
s not have the resources that the larger military powers have.
tever their reasons for policing nearby systems, they docollect any taxes for the deeddonations, perhaps, but not
s. In order to support both their forces and their activities, the
therhood has used their resources to build "RetroMechs" for
r own use and sale to raise capital to continue their operations.
r RetroTechFirebees and Dervishes have been successful and
embolde ned gro up has decided to produce their own design.
HawkWolf, named for a canine predator adapted to Randis IV,
esigned to supp lement the Brotherhood in battle.
Even with almost a quarter of its mass devoted to armor,
primitiveHawkWolfonly has avera ge protec tion for an assault
h. The armament is little to be feared individually, a pair of
een-tube LRM launchers and dual five-tube multi-missile
nchers. When added to the Brotherhood's powerful forces,
two score missiles launched by a HawkWolf can provide
stantial fire support. Typically younger warriors"squires" in
Brotherhood's hierarchypilot these machines, splitting the
tons of MML ammo between long range and short range
siles. In battle, these warriors will generally engage at 300 to
meters,and pull back if advanced upon, using the SRM rou nds
a deterrent against pursuers. Once the LRM ammunition is
leted, theHawkWolfwill general ly retire from battle.
After successful field trials, the HawkWolfhas been made
lable for sale in limited quantities to those g overnment s and
cenary forces that are on goo d terms with the Brotherhood.
the price, this 'Mech provides a nice long-rang e punch and is a
d bu y for garrison units.
Type: HawkWolf
Technology Base: Inner Sphere (Experimental]
Tonnage: 80
Battle Value: 1,349
Equipment MassInternal Structure: 8
Engine: 290 Primitive 17.5
Walking MP: 3
Runni ng MP: 5
Jumpin g MP: 0
Heat Sinks: 13 3
Gyro: 3
Cockpit (Primitive): 5
Armo r Factor (Primitive): 192 18
Internal Armor
Structure Value
Head 3 9
Center Torso 25 35
Center Torso (rear) 6
R/L Tors o 17 25
R/L Tors o (rear) 6
R/L Arm 13 20
R/L Leg 17 20
Weap ons and Amm o Location Critical Tonnag e
LRM 15 RA 3 7
MM L 5 RT 3 3
Amm o (MML) 48/40 RT 2 2
Amm o (LRM) 24 RT 3 3
CAS E RT 1 5
MM L 5 LT 3 3
LRM 15 LA 3 7
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ributi on Su mmation : General Production
ducer/Site: Bermuda Combat Systems, Booker
d Designer: Venita Summer
ect Start Date: 3074
-Primitive Equipment Analysis:
Bloodhound Probe
e r v i ew
For the most part, the Humming Bird is unremarkable in the grand
eme. Dozens of different search and rescue VTOLsin clud ing comb at
ionsare available today, from multitudes of manufacturers. What
arates this Vint age style" com bat VTOL from most others is its advanced
ve probe. The Bloodhound active probe provides the Humming Bird sensor capabilities that rival even today's best line military units.
while an invaluable tool for locating lost vehicles or individuals, the
dhound's cutting-edge nature makes it more expensive than most
dictions would care to spend.
To compensate, Bermuda Combat Systems used older construction
niques and compon ents to make the Hummin g Bird's frame, engines,
armor less expensive than similar combat helicopters, while still giving
reasonable cha nce to handle intermittent contact with hostile elements.
ing at the police and paramilitary markets, Bermuda has not sought
utfit these VTOLs with weapons at this time, but this could change
he future if Humming Bird sales take off in the militia sector. As it is,
Humming Bird's lift hoist and spotlight are designed for easy removal
ite the armored protection, making room for potential weapon refits.
Humming Birds sales have been brisk throughout the Periphery as
as amongst the mercenary community. The Magistracy has been
biggest buyer so far, ordering most of the initial run. These Canopian
m ing Birds have been employed both as scouts on border worlds, and
escue vehicles in major cities.
Type: Humm ing Bird
Tech Base: Inner Sphere (Experimental)
Chassis Type: VTOL (Me dium)
Mass: 30 tons
Battle Value: 129
Equipment Rating: E/X-X-F/F
Equipment Mass
Chassis: 7.5
Engine/Cont rols: Electric (Fuel Cell) 9.5
Cruise MP: 11
Flank MP: 17
Heat Sinks: 0 0
Fuel: 2,456 km 3.5
Armo r Factor (BAR 5): 31 1
Internal Armor
Structure Value
Front 3 9
R/L Side 3 8/8
Rear 3 4
Rotor 3 2
Weapons and Amm o Location Mass
None
Crew: 2 (2 enlisted/non-rated)
Cargo:
2.5 tons 2 Doo rs (Right/Left
Notes: Features Tech Level D Chassis, Engine/Controls and Armor
(3 tons. Right), Blood hound Active Probe (2 tons), mounte d
(.5 tons. Front).
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ributi on Su mmatio n: General Production
ducer/Site: Hellespont 'Mech Works, Betelgeuse
d Designer: Veronique Cinda
ect Start Date: 3078
-Primitive Equipment Analysis:
Medium Range Missiles
e r v i ew
The destructi on of the Jihad did not spare the Capell an Confederati on.
h their armed forces savaged, the Strategios put out a call for any
ufacturers to replenish their equipmen t as quickly as possible. With
espont 'M ech Works battered to just one operational factory on Sian,
y too were rebuilding. Upon reopening their UrbanMech productions on Betelgeuse, Hellespont found they had extraneous facilities on
and could re-purpose them for additional non-' Mech products. In an
rt to accent their rebootedUrbanMechlines, the company thus chose to
r another urban comba t vehicle built for economical dep loym ent an
ated SRM carrier, as it were.
With a chassis, engine, and armor manufactured to "primitive"
dards, the Hwacha is not terribly fast, and is lucky to break sixty five
meters per hour on pavement, but that speed is ideal for most urban-
ense needs. The armor is light, designed mainly to absorb shot s from
ller combat vehicles and infantry, but its armament of sixty medium
ge missile tubes makes it possible for this vehicle to cripple most tanks
single salvo. Six tons of ammun ition a llows the Hwacha to lob up to
dozen full salvos in battle.
Yet for all the vehicle's flaws, perhaps the bi ggest proved to be its
e. Hellespont used a native Betelgeuse firm for its marketing efforts.
e familiar with advertising in English, that firm chose a name with
ean origins, rather than the Mandarin that has become ubiquitous under
Sheng.The name is still fittingreferring to an ancient weapon that
d scores of steel-tipped rocketsbut to some of the Confederation's
e zealous officers, it somehow mocks the state's rebirth, and sales to
CCAF have been tepid. As a result, Hellespont has sought permissionm the Confederation to pursue outside buyers for the Hwach a.Th ough
rovals were hard to come by, the vehicle has recently appeared in some
bers among the defensive forces of the Duchy of Andurien and the
istracy of Canopus.
Type: Hwacha
Tech Base: Inner Sphere (Advanced)
Chassis Type: Wheeled (Me dium)
Mass: 50 tons
Battle Value: 570
Equipment Rating: D/X-X-D/E
Equipment Mass
Chassis: 9
Engine/Cont rols: Electric (Fuel Cell) 6
Cruise MP: 3
Flank MP : 5
Heat Sinks: 0 0Fuel: 1,1 11k m 1
Turret: 1.5
Armo r Factor (BAR 6): 62 3
Internal Armor
Structure Value
Front 5 15
R/L Side 5 12/12
Rear 5 10
Turret 5 13
Weapons and Amm o Location Mass
3M RM 20 Turret 21
Am mo (MRM) 72 Body 6
Advan ced Fire Control Body 25
Crew: 14 (3 Officers, 2 enlisted non-rated, 9 gunners)
Notes: Features Tech Level Chassis, Engine/Controls and Arm
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ributi on Su mmatio n: General Production
ducer/S ite: Peloran Motors, Marlette
d Designer: Duke Magdalen
ect Start Date: 3078
-Primitive Equipment Analysis:
None
e r v i ew
Gone are the luxuries of large armies with complex logistics and units
gned to guard the supply convoys. For a relatively safe garrison, a few
s, a handful of troops and a bunch of flatbed trucks are the best most
s will get and it will do the job. But when the fighting is constant and
front lines are moving, something a little more durable and reliable isded. Peloran Motors of Marlette thinks they have a solution.
Built to modern standards, the Barouche is not RetroTech per se, but
also not built to military specs, and so qualifies as an "armed support
cle" instead. Mov ing at close to 120 kph, this super-heavy hovercraft
get between depots and camps quickly, and is armored well enough
hake off a few missile strikes and the odd pulse laser (though any
petent crew will steer well clear of enemy forces and let their speed
tect them). A turreted five-tube long range missile rack helps deter
mies who would take a chance on closing with this vehicle and
be particularly handy against other hovercraft. Dual light machine
s provide extra anti-personnel capability with some reach. But most
ortant, of course, is the over twenty-four tons of cargo space that
ble this hovercraft to carry out its primary mission of ferrying supplies
nd from the lines.
Named after an ancient French carriage, the Barouche has been well
eived among larger fighting forces, and has been sold not only in its
ve Federated Suns and the nearby Terran Protectorate, but also in the
an Alliance and Draconis Combine. In addition, som e mercenary units
e been pu rchasing Barouches to supple ment their own support assets,
there have even b een inquiries from Clan Dia mond Shark (likely with
nt to resell them to their fellow Clans).The biggest knock on the designbeen the use of a fusion engine. While largely freeing the Barouche
m fuel constraints, it does make it an expensive design, an unaffordable
Type: Barou che Milit ary Transport
Tech Base: Inner Sphere (Tournament Legal)
Chassis Type: Hover (Large)
Mass: 80 tons
Battle Value: 424
Equipment Rating: E/X-X-D/E
Equipment Mass
Chassis: 205
Engine/Controls: Fusion 25 5
Cruising MP: 7
Flank MP : 11
Heat Sinks: 0 0
Fuel: 0
Turret: 5
Armo r Factor (BAR 8): 84 4
Internal Armor
Structure Value
Front 8 15
Front R/L Side 8 10/10
Rear R/L Side 8 10/10
Rear 8 12
Turret 8 16
Weapons and Amm o Location Mass
LRM 5 Turret 2
Am mo (LRM) 24 Body 1
2 Light Machin e Guns Turret 1
Am mo (Light MG) 100 Body .5
Advan ced Fire Control Body .5
Crew: 8 (2 officers, 3 enlisted/non-rated, 3 gunners)
Cargo:
24 5 tons 1 Door (Rear)
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tributi on Su mmatio n: General Production
ducer/S ite: New Samarkand Metals of Xinyang, Xinyang
d Designer: Renna Palmira
ject Start Date: 3079
-Primitive Equi pment Analysis:
LB 5-X Autocannon
Light Autocannon/2
e r v i ew
The Partisan hasa long history of protecting itsforcesfrom air attacks.
lso has a large price tag, with even the internal combus tion version s
ting buyers back a million and a half C-Bills per unit. New Samarka nd
als of Xinyang built the Nike in hopes of providing a less expensivernative to the Partisan, de-emphasizing the command and control
ems used by recent Partisan variants in favor of simple, straightforward
power. In addition, by using less advanced processes and com ponent s
he chassis, engine, and armor, the overall result is a less cost-intensive
defense platform.
Where today's Partisans mount dual LB-10X autocannons, the Nike
s smaller Class 5 ve rsions for greater reach, backe d up by a pair of even
ller Class 2 light autocannons. With two tons of am mo for each weapo n
e, the Nike has a lot of endurance, tho ug h one can almost be certain that
h bins for the LBs have cluster munitions in them. Despite the archaic
gn approach behind the Nike, its hide is nearly as sturdy as modern
or, keeping it well protected on the modern battlefield.Thusfar, sales
he Nike have go ne exclusively to the Draconis Combine. Reports f rom
field are good, especially where raiders attempted to strike a DCMS
s depot on Benjamin.Their air cover was quickly dispatched by a lance
ikes, which was then pressed into service against the raiders' 'Mechs.
enemy lance was pelted with autocannon fire and forced to take
er, losing valuable time. While none of the 'Mechs were destroyed, they
eated after a few minutes in the face of incoming DM CS reinforcements.
er than a ba ndit fighter crashing into a tenemen t district, the action was
using success for the Nike.
Type: Nike
Chassis Type: Tracked ( Medium)
Mass: 90 tons
Battle Value: 688
Equipment Rating: E/X-X-E/E
Equipment Mass
Chassis: 235
Engine/Cont rols: Electric (Fuel Cell) 18 5
Cruise MP: 3
Flank MP : 5
Heat Sinks: 0 0
Fuel: 719 km 2
Turret: 2.5
Armo r Factor (BAR 9): 130 13
Internal Armor
Structure Value
Front 9 35
R/L Side 9 20/20
Rear 9 20
Turret 9 35
Weap ons and Am mo Location Mas s
2 LB 5-X AC Turret 16
Amm o (LB) 40 Body 2
2 Light AC/2 Turret 8
Amm o (LAC) 90 Body 2
Advanc ed Fire Control Body 25
Crew: 15 (3 officers, 2 enlisted/non-rated, 10 gunners)
Cargo:
None
Notes: Features Tech Level Chassis, Engine/Controls and A
Armored Chassis and Controls Modification.
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tribution Summat ion: Advanced Prototypes
ducer/Si te: Bigoti Seacraft, Keid
d Designer: Jeremy Stanley
ject Start Date: 3074
-Primitive Equipment Analysis:
ER Medium Laser
e r v i ew
For all their zealotry and poor decision-making, the Word of Blake
, by no means, stupid. Whe n it became apparent they woul d soon be
ting a defensive war, they adapted, determined to slow the allies on
ry front. One example of this was the White Tip comma nd sub marine
t on Keid. Based on the idea that if they could make their comma ndets hard to find an d even ha rder to kill, they could deny complet e victory
heir enemies, stalling any offensive indefinitely. The theory, however,
more sound than the practice.
Like the Barouche, the White Tip is built to mod em standards, a nd
s not RetroTech per se, but as these vessels were actually built to non-
tary specs, they qualify as "armed sup port vehicles" instead. Fusion
wered and submersible, these boats were difficult to find on worlds
h abundan t surface oceans, and carried enou gh supplies and on- board
nities to last for months away from port.They were also difficult to kill;
ugh four tons of armor is not a lot of protection, forty long-range and
ht short-rang torp edo tubes gav e the White Tips better hitting p ower
n m ost of their potential undersea enemies. An e xtended range laser
even included for endurance. Medical facilities and sophisticated
municati ons equipment made them even more powerful as strategic
pons, allowing them to work with costal forces to harry the invaders. In
submarine tradition, only the White Tip's officers had their own rooms;
sted crew had to share bunk space.
The Coalition's determination on Keid was greater than the Blakists
gine d. Of the half dozen White Tip proto types depl oyed there, four were
troyed in battle while the other two surrendered when it was apparent
world was lost. Two of the sunken vessels have since been raised anduilt. Despite their ultimate defeat, the White Tip showe d great ability as
obile command post for heavily aquatic worlds. Bigoti Seacraft will soon
t offering sales to off-planet customers.
Type: White Tip
Tech Base: Inner Sphere (Advanced)
Chassis Type: Naval Vessel (Medium, Template A)
Mass: 250 tons
Battle Value: 902
Equipment Rating: E/X-X-D/E
Equipment Mass
Chassis: 575
Engine/Cont rols: Fusion 175
Cruise MP: 3
Flank MP : 5
Heat Sinks: 5 5Fuel: 0
Turret: 1
Armor Factor (BAR 8): 87 4
Internal Armor
Structure Value
Front 25 22
R/L Side 25 14/14
Rear 25 17
Turret 25 20
Weap ons and Am mo Location Mas s
ER Me di um Laser Turret 1
LRT 10 Turret 5
Amm o (LRT10)24 Body 2
SR T4 Turret 2
Am mo (SRT) 50 Body 2
LRT 15 Front 7
Am mo (LRT15) 24 Body 3
SRT 4 Front 2
LRT 15 Rear 7
Advanc ed Fire Control Body 25
Crew: 36 (6 officers, 19 enlisted/non-rated, 11 gunners)Cargo:
30 tons 1 Doo r (Rear)
Notes: Features Submersible Chassis and Controls Mod
communications equipment (7 tons), field kitchen (3 to
(1 theater, 3.5 tons), 3 first-class quarters (30 tons), 4 se
quarters (28 tons), 6 steerage quarters (30 tons).
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ributi on Su mmatio n: General Production
ducer/S ite: KukkTransportati on Industries, Cerberus
d Designer: Jaleesa Xochitl
ect Start Date: 3076
-Primitive Equi pment Analysis:
ER Small Laser
e r v i ew
Despite having both quantity and quality in their aerospace manufacturing capability for a nation their size,
Outworlds Alliance know that one can never have too much protection. Having suffered from Omniss and
d of Blake terrorism in the Jihad, as well as the upheavals surround ing the growi ng alliance with the Snow
ens, and now a teetering postwar economy, outlying worlds have b egun turn ing to RetroTech for additional
tection and as a mea ns of boosting the slum ping markets. KukkTransportation's civilian facilities on Cerberused to meet both needs by producing primitive aerospace fighters.
Using oldT erran H egemo ny blue prints, Kukk has man aged to create a RetroTech version of the venerable
rowhawk,but with a slight tweak. Offensively, the DH variant is actually a slight upgrade compared to the Star
gue H5 airframe, as its wing-mounted lasers are extended range models. However, the lower-quality engine
flight controls have produced a craft whose acceleration is slightly reduced a nd lacks the fuel capacity and
ecti on of the mainstr eam H5. But with the same bo mb load as any otherSparrowhawkand a profile that fools
y targeting computers into thinking that it is a more advanced model, the DH has become popular among st
cenaries and Alliance militia-grade forces alike. Reports of piracy have dropped in the Alliance and while Snow
en activities and cutting-edge planes like theCoraxcan claim m uch of the credit, lances ofSparrowhawkswhere
e there was nothing have had an effect as well.
The big ger question is where Kukk will go from here. Producing small p assenger shuttles in the past, the
ux of profit from the sale of these fighters presents a great oppor tun ity as l ong as they play ball with the
w Ravens.
e: Sparrowhawk
hnol ogy Base: Inner Spher e (Experimental)
nage: 30
le Value: 486
ipment Mass
ne: 255 Primitive 13Safe Thrust: 9
Max imu m Thrust: 14
ctural Integrity: 9
t Sinks: 10 0
: 240 3
kpi t (Primitive): 5
or Factor: 64 6
Armor
Value
Nose 21
Wings 13/13
Aft 17
Weap ons and Amm o Location Tonnag e Heat SRV MR V LRV ERV
2 Me di um Lasers Nose 2 3 5
ER Small Laser RW .5 2 3
ER Smal l Laser LW .5 2 3
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ribut ion Su mmatio n: General Production
ducer/ Site: Protectorate Defense Conglomerate, Diik
d Designer: Marina Shira
ect Start Date: 3077
-Primitive Equ ipment Analysis:
None
e r v i ew
Originally a Terran H egemo ny design, theStar Dagger wassold to the Draconis Combine in the early twenty-
th century when the H egem ony upg raded its aerospace fleet. Despite the sub-optimal performance of the
gn, its inexpensive nature enabled it linger as the Combine's premier light fighter until the introduction of the
e centuries later. {The introduction of theSholagar in the twenty-ninth century finished off the original Star
ger'scareer.) With the destruction of the Jihad, most governments were hungry for any units capable of fillingholes in their roster and that included Periphery governments like the Calderon Protectorate.
The Protectorate Defense Conglomer ate (formerly the Concordat Defense Conglomer ate) took advanta ge
e rising d ema nd for aerospace asset s by bringi ng ba ck this ancient craft for general sale, with half of the runs
g to reinforce the Protectorate military.The PDC do not seem terribly concerned with who purchases the Star
ger,background checks are minimal as long as the transfer clears. Indeed, the return of theStar Daggeris likely
a stepping-stone in the Protectorate's plans to build up their military industrial complex, with profits from all
s of this fighter used to expand the compan y's production capability.
Th eStar Dagger itself is unremarkable at best; slow for its engine weight and lightly armed, it is mainly
ed at discouraging raiders with massed strafing runs. The dual machine guns are much more effective against
ventional infantry, while the lasers and arm or will only threaten the weakest of opponents. TheStar Dagger
s have more fuel than many mod ern fighters, however. This gives it plenty of range for patrol, and thus can
end a world's detection radius should these craft encounter interlopers built for combat.
e: Star Dag ger
hnology Base: Inner Sphere (Primitive)
nage: 30
le Value: 315
ipment Mass
ne : 220 Primitive 11.5
Safe Thrust: 8
Max imum Thrust: 12
ctural Integrity: 8
t Sinks: 10 0
: 400 5
kp it (Primitive): 5
or Factor (Primitive): 64 6
Armor
Value
Nose 22
Wings 15/15
Aft 12
Weap ons and Am mo Location Tonna ge Heat SRV MR V LRV ER
Me di um Laser Nose 1 3 5
Small Laser Nose . 5 1 3
Mac hin e Gun RW .5 0 2
Mac hin e Gun LW .5 0 2
Mac hin e Gun Aft .5 0 2
Am mo (MG) 200 1
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ribution Summation: Advanced Production
ducer/Site: Bagamoyo Aerospace Manufacturing, Mosiro
d Designer: Richard Lilanga
ect Start Date: 3078
-Primitive Equi pment Analysis:
Multi-missile Launcher 5
Artemis IV
ER Small Laser
e r v i ew
As the Free Worlds League has grown more and more unstable, each state has needed to grow more self-
icient for its own protection.The Mosiro Archipelago realized this and began research into what their defenses
ded the most, concluding that a strong aerospace force was their best and most economical line of defensem hostile agencies. Lacking the infrastructure to support a top-of-the-line factory proved impossible, so the
ro-state instead commission ed the B agamo yo Aerospace Manuf acturing facility on Mosiro. Capable only of
ding primitive-quality airframes and engines, Baga moyo built with those limitations in mind, using advanced
ponry that would not tax the capabilities of their new fighters.
Structurally, the BA M-1 Al Malaika appears based on theBanshee, an abandoned Lyran test bed from the
n Invasion era, but the similarities are only superficial. A pair of five-tube multi-missile launchers provi des
ecent pop at long ranges while allowing a bigger punch up dose, while dual Artemis IV targeting systems
ease these missiles'accuracy without puttin g another fighter at risk. An extend ed rang e small laser brings
the rearliterallybut will not impact the Malaika's cooling system greatly. The biggest weak point for the
aikais its skin. Despite having ov er twenty percent of its mass devoted t o armor, the low-qual ity manufact uring
vides the protection of fighters half its size. Additionally, the fighter is something of a maintenance nightmare,
h compo nents a nd access ports inconveniently scattered throughout the craft in such a wa y that has stymied
n veteran technicians unprepared for its unique needs.
So far, theMalaika is only available for sale to the Mosiro Defense Bureau, but external sales could start in
next few years.
e: Mal aika
hnol ogy Base: Inner Spher e (Experimental)
nage: 50
le Value: 572
ipment Mass
ne: 300 Primitive 19
Safe Thrust: 7
Max imu m Thrust: 11
ctural Integrity: 7
t Sinks: 10 0
: 320 4
kpi t (Primitive): 5
or Factor (Primitive): 112 10.5
Armor
Value
Nose 42
Wings 24/24
Aft 22
Weap ons and Am mo Location Tonnag e Heat SRV MR V LRV ERV
2 MM L 5 with Artemi s IV Nose 8 3 8 4 4
Am mo (MML ) 72/60 3
ER Small Laser Aft 5 2 3
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