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The Clan Burrock Handbook

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Page 1: TRO Clan Burrock - TRO Clan Burrock

The Clan Burrock Handbook

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The Clan Burrock Handbook

Beneath damp sod and old, cold stone,We plumb the depths without a groan!

Giving no thought to gems in the earth,We seek a prize of far greater worth!

We crave for battle--salivate dread acid;What foe dare slumber or stand truly placid?In daylight and darkness, in sunshine and

gloom,We bring to each foe his ultimate doom.Our justice is strict and our sentence is

stern;Acid will flow and all enemies will burn!

--by: Sheldon J. Young

The Clan Burrock Handbook

By: Daniel Ferroaka

Daniel [email protected]

Credits:

Sarna.netWarhawkPPC

Field Manual: Crusader ClansField Manual: Warden Clans

Operation: KlondikeBattleTech TRO/Other Artists

This book is not official. It was created on my own time and terms/art are used without

permission from Catalyst, Wizkidz, Topps and Wizards of the Coast.

SUPPORT THE GAME!!! BUY IT!!!

This project is dedicated to my wife Jessica, my one true love, who gave me permission to

enjoy this game. ;D

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Table of Contents

3 – 8 The Calm of Darkness

9 – 11 Clan History History The Demise The Aftermath

11 – 15 Clan Unit Information The Way of Clan Burrock “The Forsaken”

“The Betrayed” “The Vengeful”

Uniforms, Allies andEnemies, Command Structure

16 - 17 Front and Second Line Forces

18 Demographics/Bloodnames

19 – 20 Hidden Star League Facilities?

21 – 61 Vengeful Technology Front Lines: OmniTech OmniMechs Battle Armor OmniVehicles Conventional OmniFighters

ProtoMechs Improved EI

Rocket Launcher Munitions

62 – 63 Warrior Skill and ProgressClan Burrock Skill Table

64 – 67 Availability

68 – 85 Personalities and FormationsPersonalitiesVengeful/Betrayed ForcesVengeful ToumanBetrayed ToumanDropships and Jumpships

86 - 127 TRO InformationRunner OmniMechGunner OmniMechDark Wraith OmniMechDark Assassin OmniMechDark Avenger OmniMechDeathshrieker OmniMechSpreadwing VTOLMosquito HovercraftCarrion Strike TankDarkling MBTSiafu HovercraftScarab Strike FighterPraying Mantis BomberCicada Exo SuitSpecialized InfantryNightcrawler ProtoMechBetrayed RL Variants

128 Random Assignment Tables

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The Burrock is a human-sized Dagdaian insect which can burrow through solid rock. It excretes a lethal acid, dissolving earth, moving freely, without a care for the

resources around it.

A Clan as inferior as Star Adder could rid us? HA! It is true, we have become one with the Dark Caste, and have accepted our absorption into Clan Star Adder, but, secretly, we have not lost our Clan! Our Clan has learned the art of deception well and the stupid Adders will, eventually, find out. To the Clans, we

no longer exist, but we are becoming stronger, and WE WILL have our revenge!

The Calm of DarknessDecember 10, 3070 – Planet York

"The enemy convoy is approaching, Star Captain."

Kal grasped the joysticks within his Dark Avenger OmniMech. His eyes, slowly tracking the Blood Spirit convoy as they approached. His Improved EI started to display information on all enemy units over his HUD as they came into range. Clan Blood Spirit, 500 meters, 5 hostile units and 4 support units, all of them 2nd line as the Underground reported. Four flatbed trucks with valuable Clan Components, according to the Underground, some advanced weapons, internals and armor which can be used on Kal's Vengeful units. He identified the BattleMechs, a Warhammer IIC, two Jenner IIC's, and two Hunchback IIC's. A fairly dangerous force, and for Kal, the more danger the more value.

It was nothing the Burning Scythe could not handle.

"Star Captain, let us feed on these weak-minded Surats already!"

"On my command you will engage. Patience Warrior, we must get this right."

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The Vengeful is always eager for combat and it has been a little while. Kal was desperate to resupply after several Underground losses and he was not going to let some traveling Vengeful force ruin the opportunity. Kal won the bid to engage the convoy versus another Burrock Star Captain, Vlad of the Blood Reapers, who arrived in his territory. Kal commands a static formation which operates as a garrison unit so they see less action. Traveling formations are moved where needed and love to take advantage of better Underground movements. This gives them better equipment but a lack of authority and presence compared to static formations. Static formations are in charge and trusted because they are always around to assist the Underground. Kal sees travelers among the weak, taking advantage of other Underground due to their lack of command prowess. New commanders need to learn how to operate as one instead of flaunt their status.

Alas, Kal won the bid, not because of his authority but because of his recklessness. He risked himself as the only OmniMech. Vlad, who is a new Vengeful commander, was intimidated by the bid, his previous being himself, two Runner OmniMechs and a Star of Siafu OmniVehicles supported by Cicada armor. Kal bid a star of Mosquito OmniVehicles and three points of Cicada Armor to accompany him.

His light vehicles equipped with one shot rocket launchers were high-risk enough to force Vlad to back down. It is easy to pressure new commanders who are not experienced enough to have confidence in his unit. Unfortunately for Kal, if his plan fails and vehicle rockets do not kill the enemy, he will be horribly outclassed and forced to retreat or face death. He will not fail the Underground again. A glorious death is becoming a worthy option.

Kal's forces are hidden in thick forest coverage along the convoy's path. It is almost nightfall but this does not hinder their Improved EI optics. A neon-green grid over the battlefield easily displays their enemy's position. To further shield them from the enemy, one of the Mosquito Tanks is equipped as the "Scout" configuration providing ECM. With Improved EI communications and ECM, his forces are virtually undetectable and have a horrendous advantage.

300 meters. They are very close and almost in position. Kal felt a chill go up his spine... nerves and adrenaline. Much different than Improved EI Implant feedback which can kill a Warrior.

Time to motivate the unit.

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"Vengeful Burning Scythe! The strong and swift! When I say GO I want all Mosquito tanks to move out and fire everything behind the enemy BattleMechs. Star Commander Anthony and I will focus on the Warhammer IIC. Cicada armor, execute the merchants to stop the Convoy then focus all attacks on the remaining BattleMechs. When all enemy threats are destroyed, I want the gunner crew in Mosquitoes to occupy captured convoy units and move out as fast as you can! Leave no survivors!"

Kal calmed down a bit and thought to himself. If I do not survive I will die as a brave Warrior bettering my Clan. If I survive, this will earn me a spot for a Bloodname.

150 meters.

...

50 meters.

"All units....3"

"2"

"1"

The convoy passes, unaware of the havoc

which is about to be released on them. I am ready, I hope you give us your best, Blood Spirit whelps!

"...GO!!!!"

Kal pushed his Dark Avenger as fast as it could and started to close in on the Warhammer. Anthony moved much faster, the Mosquito pushing dirt into the air and struggling to maintain stable movement. It looked like nothing for Anthony, a very good Hovercraft pilot who is also adept at piloting an OmniMech.

Kal took aim, following some range and targeting suggestions from Improved EI, then fired his Large Pulse Laser followed by dual LRM-20 launchers. The pulse laser cut into the right torso rear of the Warhammer, exposing the ammo feed for its shoulder mounted SRM launcher. Lucky for the Warhammer the LRM's hit every other location, knocking it off balance, but the Warrior managed to stay up.

Kal's nerves got the best of him. He felt the heat flow into his cockpit and noticed the stress he caused on the Dark Avenger as it started to struggle. The EI Implant worked hard at regulating the output in order to vent all of the heat as fast as it

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could. Without double heat sinks, this feature is essential, as it helps single heat sinks work at least 50% more efficient.

The Warhammer, now aware of the ambush, twisted and returned fire with its arm-mounted ER PPC. The blue bolt of particles lit up the area and hit the right leg of Kal's Dark Avenger, causing him to stumble. The shock from the hit sent feedback up his spine but he retained consciousness. Kal's display showed him that his Dark Avenger's upper leg actuator suffered severe internal damage which will make his speed much slower.

Just as the Warhammer turned around Anthony's Mosquito flanked it and launched almost 100 rockets, at once, into the back of the Warhammer. The cloud of missiles roared through the night sky then blew apart armor and internal structure, making the BattleMech limp, then fall uncontrollably. The sound of the gyroscope grinding against armor and internals ensured it would stay down.

When the other Blood Spirits realized they were under attack it was too late. All of the hovercraft had moved into position and fired their rockets. The amount of ordinance flying through the air echoed and shook the ground as if a few bombs went off. Both of the Jenners and only one Hunchback IIC were

annihilated before they could react. The Cicada Armor were successful, then two points ran with their enhanced ground speed to take down the last BattleMech, a Hunchback. The Hunchback managed to take out one of the Mosquitoes with a well placed Ultra Autocannon shot then turned its focus on Cicada armor, stepping on them, then firing its ER medium lasers. The last point of Cicada avoided the Hunchback and moved in on the downed Warhammer, focusing their fire on the cockpit to execute the doomed warrior. The Hunchback, outnumbered, tried to reason with the rebel force as a proxy to save the mission.

"Listen to me, cowards! As the last Warrior in my Star, I declare a honorable combat against the Pilot of the Ostsol in exchange for the Convoy's freedom."

The Cicada armor around it fired their one shot SRM-2 launchers, which hit multiple locations making the target much weaker. They then followed with their Machine Guns.

"Freebirth Toads! You will feel the wraith of Clan Blood Spirit!!!"

Kal turned his attention on the Hunchback IIC.

"All units cease fire at once!" Kal

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switched channels, "Warrior of Clan Blood Spirit. I am in the mood for such a little game. I, Kal of the Forsaken Dark Caste, accept your challenge. If you win you can take your precious convoy. I want your Blood."

I will feed you to a Burrock you pathetic excuse of a Clan Warrior.

The Hunchback brushed the damage from the Cicada's off and turned toward Kal. "I will enjoy tearing you to shreds, Dark Caste scum!"

"Bah! I have no interest in becoming part of Clan Blood Spirit. The name puts a taste of vomit in my mouth. Give me death, whelp! It is a more satisfying fate."

Kal smiled and without any hesitation he fired his Large Pulse Laser. The beam tore armor off the left torso just below the massive Autocannon bore exposing some internals. He immediately followed with both of his LRM-20's, but, the Hunchback had already returned fire. Both Autocannons blazed at full force, firing four salvos of slugs. Three of them must have hit, it knocked Kal down, and the feedback from the EI Implant shook him violently in his seat. He let out an enormous laugh.

Kal felt an electric shock shoot up his spine. He let out a blistering scream which, despite his lack of focus, managed to send over both the regular and Improved EI communications channel. He still managed to hear most of Anthony's voice.

"All units, the Hunchback is down! All enemies have been destroyed and the convoy has been captured. The mission is a success! All Underground units who are on hold begin the salvage operation."

Die, you weak-minded Blood Spirit whelp!

"All hail the power of Clan Burrock!"

Even in all his pain, Kal embraced his demise. His vision blurred, blood leaked from his mouth, nose and ears. Even more pain shot out from his spine into his brain and limbs. He bit down on his teeth, biting the inside of his mouth, trying to get himself together but the pain was just too much for him to overcome. He heard a pop and smelled smoke in the cockpit signifying that the Improved EI system destroyed itself. Then, all was quiet. He embraced the sound of static, then the hum of the fusion engine, then nothing. His pain started to ease. Finally, Kal exhaled and closed his eyes.

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Slowly, he fell into the calm of darkness.

Clan History -->8

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The History of Clan Burrock Written by Loremaster Maria Gastopiv and Khan Sandra Polzcyk

Operation: Klondike is an important part of our past. We liberated Dagda on our own while other Clans showed us no cooperation and disgraced us despite our skill and cunning. The liberated among Dagda would have become fine bondsmen, doomed to work the lower caste, but the Grand Counsel ordered their destruction. Worthless dogs! So, our Khan made a bold move; he allowed a Trinary of Burrock Warriors with enough lower caste members to join the Dark Caste and protect them in exchange for Dark Caste cooperation. The Burrock forces took a vow of silence knowing it could mean our annihilation.

Birth of the Underground

The Grand Council saw the Burrock trinary as traitors. Things could not go any better! We were ordered, along with Cloud Cobra, to hunt down and destroy them. The blind Cobras followed their master like obedient dogs. We did not, refusing to destroy our own people, then put up an act that fooled everyone. Our forces managed to escape and our connection with the Dark Caste officially begun. To this day, we refer to the Dark Caste as “The Underground.”

The Infestation

Clan Blood Spirit has always been a weak and disgusting Clan but they are a threat to our existence. They think they understand the true vision of Kerensky but they preach words that are clouded with their own wrongful ambitions. They support the weak and the useless, especially the sickening not-named Clan, and always give to others as though they are martyrs. Alas, they were a perfect distraction. Other Clans have lost their trust for Blood Spirits and our Khan made a move which improved our Clan's image.

Our Khan called for the annihilation of Clan Blood Spirit. Once again the Council is disgraceful and refused the trial but that was not our concern. Everything worked out in our favor because we fooled the Clans. To improve our image further we raided and showed Clan Blood Spirit for years without honor. Our attacks allowed us to re-supply and strengthen our forces.

Our act started to pay off! The Clans honored us. Most of them used us to transport vital components to and from the Kerensky Cluster. This worked almost too well! We spread our Underground further by growing connections with the Dark Caste and increasing our supply lines. We even conducted fake

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pirate raids on our own escorts to receive more than our fair share. We covered more ground than any other Clan in history, all underneath the radar. To our surprise, the stupid Cloud Cobras actually allowed us to garrison some of their worlds! The Dark Caste, despite being shunned from Clan society, proved useful. We even started a series of attacks against the Fire Mandrills, which strengthened our Touman, and increased our supplies. Things were going well for our Clan and our ties with the Dark Caste flourished.

When the time came to prove our honor and invade the Inner Sphere our Clan naturally pushed for an invasion spot. Our Khan thought we would get it for sure knowing our status in Clan society. We were dishonored for the last time. We did not win a spot in the invasion force. Despite our usefulness among the Clans they viewed us as insignificant. All we were capable of, in their eyes, was the same thing their second lines could do. Furious and insulted, the Burrock Khan ordered trials against Clan worlds we have garrisoned. The other Clans retaliated and were able to push our front-line forces back.

The underground remained unnoticed, as always.

The Demise

Clan Star Adder had learned about our ways from an unknown source and revealed this to the Grand Counsel in 3059. Those suspected in the Underground were executed, to prove a point, that our Clan does not tolerate treachery. The Grand Council approved our absorption into Clan Star Adder. They were rewarded like any stupid dog obeying its master. Our beloved enemies Clan Blood Spirit were outraged that they did not receive the honor. Luckily, we were spared the humiliation of being absorbed by a weak and pitiful Clan.

Conspiring with the Dark Caste was seen as a disgrace to the Clan way but we do not care. On Dagda the Clans dishonored our enemies by wasting their usefulness and the Clans have dishonored us by destroying our rightful property and pinning us against our own kind. The Underground has allowed us to support our Clan like no other and ensured our survival. Were our actions really dishonorable or were the other Clans fearful of our success? Kerensky would not have killed those willing to help the Clans.

To prove our might we bid our entire Touman which sealed our fate. Our reinforcements became stranded and within a

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couple of days our Khan, saKhan and Galaxy Commander, who started the Underground, were reported dead. The battle was lost. To save the rest of our forces, brave Burrock Commanders challenged the Star Adders as proxies. They are known today as “The Forsaken”

To our surprise, Clan Blood Spirit launched an attack! Typical of a weak Clan. They threw everything they had at us. Such a childish Clan we can count on. To defend their own honor Clan Star Adder formed an alliance with the remaining Burrocks and they attacked the Blood Spirits as one. Despite their efforts, the Blood Spirits were defeated and lost the majority of their forces. When the damage was done, Star Colonel Carlos Hutchinson used himself as a proxy and died to save the remainder of our Clan. Other commanders followed in his footsteps and the trial of absorption was finally over.

The Aftermath

Like the Burrock, we await below the surface, moving silently and awaiting our chance to strike and burn our enemies. Clan Star Adder boasts about an "accepting attitude" among their ranks. Secretly, we have not accepted anything. Most of our Clan lives on within the Underground while The

Forsaken report their findings to the Underground. The Clans have drifted too far to recognize the glory of Kerensky and the Star League, dishonoring themselves and the rest of their kind, which ruined all hope of conquering the Inner Sphere.

We wait patiently, rebuilding our forces and performing raids as one with the Dark Caste. We research our own technologies and find ways to utilize them for our own personal gain. Our goal is to exhaust the Clans by destroying their foundation then rise from the ashes and annihilate them. As true followers of Kerensky we will rule under our own banner and get the justice he deserves.

The Way of Clan Burrock

We are the great among the Clans. While the Clans fight their pathetic battles, politically and forcefully, we rebuild our forces by utilizing the Underground they spit upon. Our deceptive battles are fought among Clan Star Adder. Any findings related to technology, strategy, logistics and enemy positioning are reported to the Underground. All Burrock warriors, no matter what their allegiance or situation, report to the Underground. Our battles are guerrilla in nature as the Clans do not deserve honor. We strike at night, rarely in broad daylight,

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with haste and precision. We utilize terrain to our best advantage and attack from all angles. We fulfill our objective then retreat and report back to the Underground.

The Underground is our own creation and it is a vital part of our clan. The Dark Caste have always been wasted by the other Clans. While they see a wastepool of freeborn and trueborn who have failed to adopt the Clan way, we see opportunity. Since the tragety on Dagda during Operation: Klondike the Underground has kept our forces supplied with useful information and unsurpassed logistical support. The Underground spread from Dagda onto almost every Clan Homeworld. As a result, we have a wide-spread army we call "The Infestation."

This has been going on since the creation of the Underground and it has only been exposed once. Lucky it was a minor operation. An unnamed warrior exposed us and he suffered a dishonorable fate. Everyone trueborn or freeborn, warrior or merchant, takes a vow of silence or suffers the shame of annihilating their own kind. They cannot escape. The Underground is everywhere. Their ultimate fate is being humiliated, tortured then bound and fed to a Burrock...

a l i v e.

The Underground: The Trio

Our Touman is unorthodox and spread among the homeworlds. We deceive Clan Star Adder and operate well within them. The Underground is the real Clan Burrock. As of today, the Underground is roughly ten Galaxies in size and continues to grow.

Using Star Adder OmniMechs is a shame some warriors must face. They are weak machines that spheroids can conquer! Underground scientists have worked together and created our own OmniMechs which suit our combat style. Our OmniMechs utilize standard equipment technologies which work with our tactical doctrine. We used to prefer light and medium class but now we use an even mix of light, medium and heavy. Assault class are dedicated to those who prove worthy enough to pilot them. Those with OmniMechs are proven and hold the most authority. Other warriors use ancient Star League designs refitted with what the Underground can find in the area.

A standard Burrock formation can vary dramatically depending on location and Underground performance. We use primitive Star League technology sometimes refitted with Clan technology. Some pilot salvaged Clan OmniMechs if obtained. Common formations are a mix of BattleMechs, Fighters, Tanks and

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Conventional Infantry. The commander usually has a heavy or assault machine of his/her choice if the circumstances are right. These forces, which we call The Betrayed, are under command of forces we call the Vengeful. They are probably the most devious and talented warriors the homeworlds will ever face.

Burrock forces are trained to strike quickly, with unsurpassed precision, and leave nothing behind. The Underground does not offer honorable combat because it would be stupid. It would expose who we are. The Underground preforms raids against all Clans without discrimination and will take whatever necessary. Nothing is left behind, There are never survivors, only those willing become one with the Underground, which is a rare occasion. Anyone we cannot trust is executed on the spot or suffers an agonizing death.

"The Forsaken"

The Forsaken is the only well known portion of our Clan. They are aptly named as they suffer the burden of becoming one with the enemy. Although, they are still one with us. They suffer among the ranks of Clan Star Adder but show their honor by working quietly with the local Underground. They are trained well in the art of deception, something our Clan has been great at since creating the

Underground. Through them, we get a look into Clan politics, technology, tactics, strategy and other issues and concerns we could probably never get with the Underground.

"The Betrayed"

The Betrayed are an essential part of our military. Because of our unique formation, every caste is just as important as the other, including warrior. We have to rely upon each other on a whole new level in order to succeed in our goal. The Betrayed consists of Warrior, Scientist, Merchant or "Pirate", Technician, and Laborer castes. They are ruled by the Vengeful, though respected, because they rely heavily on one another.

The Betrayed operates as a pirate band or any typical Dark Caste formation. They raid second-line forces to fulfill a primary goal. Normally, it is day to day supplies we need to operate. The Betrayed will never go as far as engaging any type of front line formation unless the situation is dire. They prey on the weak and take everything.

Scientists research new technologies and educate. Also, they research ways to make natural breeding more efficient by looking heavily at the human genome. They keep DNA records of everyone for security and breeding

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reasons, then pair couples together to create better freeborns. On a side note: Our Khan is not freeborn but it is very possible for a freeborn to run the Clan in the future.

Merchants, or "Pirates" as we sometimes call them, smuggle goods among all Underground locations. They take careful control of all logistics by watching our flow of supplies and working closely with the other caste members to make our operation as efficient as possible. They are very good at what they do with plenty of equipment at their disposal. Jumpships, Dropships and military units assist them with raiding Clan supply lines.

Technicians maintain and repair our equipment. Their training is harsh because they must be quick and efficient with all field repairs and refits. They cannot afford to make mistakes because of their high level of importance. They are highly respected compared to the other castes.

Laborers assist with almost any kind of operation, loading and unloading materials, and other duties other castes may require or them. They are the backbone of the civilian castes. If we did not have Laborers we would surely be discovered.

"The Vengeful"

We are the elite of the Underground. We are the silent, the patient and the angered, waiting for our time to rise and destroy all the disgraced children of Kerensky.

A Vengeful Trinary is usually 5 heavy/assault OmniMechs and light OmniMechs supported by Battle Armor, Fighters, Tanks and Protomechs. A Trinary lacking a full number of OmniMechs will rely on ProtoMechs to round them off or simply drop to a Binary. Weaker formations will rely much more heavily on ProtoMechs. Only those who are trusted and prove themselves to Clan Burrock receive the honor of becoming one of the Vengeful. When we are present in an Underground operation we take the highest authority and assist the operation so we can better supply the area.

Our Vengeful force is growing in size but it is spread among the Homeworlds making them appear much smaller than what they are. The largest infestation, lead by our Khan, resides on Dagda and is a Cluster in full strength. Other Homeworlds have smaller formations which monitor our most precious assets and assist the local Underground.

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Uniforms, Decorations and Insignias

The Vengeful are the only ones who chose to identify themselves in order to show their authority. This is easily achieved by their improved EI implants which look like body tribal tattoos. Pins are warn to identify the military and lower castes which mimic the primary enemy Clan presence. Units are painted with regular camouflage and dress in what they see fit while utilizing appropriate military and civilian attire.

Command Structure

Our Clan is widespread but ruled by the Warrior caste, the Vengeful taking the highest authority. All warriors are respectful to the lower castes because they need them to operate. Warriors are split into two classes, The Vengeful and The Betrayed.

When there is no Vengeful presence the castes are ruled by the highest ranked Betrayed warrior. The Betrayed reports to their superiors when needed otherwise they are capable of operating independently. If for any reason there is no warrior presence all castes report to the Merchant or “Pirate” caste as they have better reliability while operating independently compared to the other civilian castes.

Allies and Enemies

We share no allegiances. Our allegiance among Clan Star Adder is deceptive. They will soon learn the mistake they have made. The Clans are weak because they failed Kerensky in his vision. They have betrayed their own kind. Their sympathy for the Inner Sphere, the annihilation of Clan Smoke Jaguar, and the split of Clan Wolf sealed their fate. The spheroids may know where the Homeworlds are but they will not know how to dispose of Clan Burrock. We are an infestation they cannot hope to remove.

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Front Line and Second Line Forcesas discussed by Scientist-General Persephone

Our totem OmniMechs, expressed earlier, are utilized by our elite forces. Compared to other OmniMechs created by the Clans these can look laughable but to understand them you must understand how Clan Burrock operates.

The standard design process for all OmniMechs relies on statistics based on the type of logistics we can rely on from both salvage and production operations. For example, while Double Heat Sinks are relatively common among Clan space, we cannot rely on them to be available because they are among their front line forces and harder for us to replicate. It would be dangerous to rely entirely on battlefield salvage. Incorporating any advanced technology into the base chassis of an OmniMech will not ensure any vivid repairs. Also, we would not look like a pirate band, even though creating and using OmniMechs is suspicious enough. We can and do rely on standard Clan weapons. They are fairly easy for the Underground to salvage.

As a result, our base chassis for all Omni-types are very simple, only equipped with standard heat sinks, engines, internals, and

armor technologies. Each variant is then equipped with pod mounted Clan grade technology, salvaged by the Underground.

To make up for our OmniMech weakness they are deployed with a mix of Exo Suit Battle Armor, Conventional Fighters, ProtoMechs and Vehicle support. Armor is dropped off by our fast moving light OmniMechs and work with them by pinning down the enemy. Support elements like Tanks and Fighters move in, or heavier OmniMechs, and finish off the enemy. A battle is never fought honorably. We preform raids when we need supplies and sometimes just to destroy any weak Clan presence.

Standard unit refits can vary depending on the Underground's performance in the area. Take the Wyvern for example. If the Underground is doing well its lasers could be upgraded with Clan grade lasers, missile launchers, and armor. Poor performance would leave the standard components on the machine and replace them as needed, given the supplies are available. All Clan technology salvaged is given to The Vengeful. Anything leftover is given to the Betrayed. While this may seem counterproductive it actually encourages The Betrayed to operate with more caution. Their performance really determines how well they are supplied.

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Most refits among The Betrayed utilize standard components, which are Star-League level weapons, assisted by Rocket Launchers which were once popular among the Pentagon Powers during Operation: Klondike but far less primitive. Advanced munitions are available for Rocket Launchers which make them much more deadly. Formations with these refits are usually BattleMechs supported by Vehicles and Conventional Infantry equipped with LAW's.

While the majority of operations happen on ground we do have pirate operations which exist in space. This is where we keep any Aerotech fighters we salvage or refit. We do not have any warships as it would be suspicious. We do have Jumpships we have captured along with a sizable force of Dropships. They usually haul materials from planet to planet when required. It takes a lot of coordination but we manage to get the job done.

Demographics -->

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Burrock Demographics

Affiliation: CrusaderCapital: None

Population (Clan Space): UnknownPopulation growth rate: Unknown

Self-Sufficiency Index: Predominately Crusader

Leaders

Khan: Sandra PolczyksaKhan: Ian Van Houten

Loremaster: Maria GastopivScientist-General: PersephoneMerchant Factor: Tyler Moreau

Master Technician: JackSenior Laborer: Marla

Military

Clusters: 10-12WarShips: None

Clan Space Worlds

All Homeworlds and Pentagon WorldsPrimary Holding: Dagda

Bloodnames

General Bloodnames

GastopivHutchinsonMargharPolczyk

MechWarriors

LamongueLinn

Van Houten

Elementals

HollidayMcMillan

Pilots

ColumboMoreauNga

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Hidden Star League Factories?as explained by Khan Sandra Polczyk

Propaganda.

Morale was low enough among the forces of Clan Burrock. We constantly scavenged, losing forces and supplies, failing objectives, but as a Khan leading a Clan struggling to survive I knew there were some actions I would have to take... with honesty or dishonesty.

As many know, before our destruction (I consider being part of Clan Star Adder just that) the Burrocks were under heavy collaboration with the Dark Caste. This spread to multiple planets and it increased our influence under the counter. Essentially, the Dark Caste helped us build up to a power to be reckoned with in Clan space. This is the long story short.

Unknown to them, our Khan at the time knew our days would fall short and knew upon discovery the Clans would not approve of such dishonorable means of growth. Under his orders independent teams among the Dark Caste searched far and wide locating suitable places to build basic underground production facilities. It took some several years but the results were fair at best. Alas, they are not the greatest. They are run off of

salvaged fusion engines, factories are pieced together with any kind of salvaged materials and only the most basic equipment can be created. They do not operate at the same rate a normal facility could by any means but they work well for what we need them for.

In summary, we will never have the ability to produce Clan Technology as long as we remain hidden. Even Clan Diamond Shark would be hesitant to supply us.

We do not have a eugenics program and we attempt to make up for it through selective breeding. Our facilities can only create 200, 300 and 240 Fusion Engines, standard internal structure, standard armor, and standard weapons at a relatively slow speed. Battle Armor is something we can never have unless we create standard Exoskeletons. Because of the low rate in which Fusion Engines are created we must rely on Internal Combustion and Turbine engines for vehicles and fighters. These are but a few examples, but, this is the main reason we rely on modular technology. Our base chassis can adapt to whatever salvage we gain on the field faster than a normal unit and it is something we rely on to survive.

In the midst of our destruction these facilities have become forgotten. This was

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until I discovered some hidden information a couple of years ago, complete with directions both real and fake. I brought together a specialized Trinary and ordered them on their way, searching for relics.

Because of this set of "Star League Relics" morale has risen ten fold (you must know that we consider the exodus team lead by Kerensky as the true “Star League” so these facilities are imagined to have been built by them and lost in time). You will still have those who do not believe, and that is fine, but the rest of Clan Burrock took the news as a ray of hope. And honestly, I do not think anyone cares enough to expose the truth. If I told my people that we are close to extinction and these facilities were built over years of desperation to ensure our survival it would not have the same effect. Our old Khan doubted the abilities of Clan Burrock, and for that I am shamed, but some good has come from all of this. It was a well needed push.

Vengeful Technology -->

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The Front Lines: Omni-Technologyas discussed by Scientist-General Persephone

Omni-Technology (OmniTech for short) has become the standard for Clan Forces for good reason. It is the ultimate in logistical flexibility. As a large scale Dark Caste operating Clan the need for OmniTech is actually very high. With ease of maintenance and the ability to pod-mount salvaged weapons the Underground can gain an unsurpassed advantage.

One issue: how do we produce such machines? For decades we have struggled using just about anything we can get our hands on. Years ago, a Burrock strike force was in the process of leading a raiding operation against Clan Blood Spirit. Along the way they made a ground breaking discovery. A point of Infantry gathering intelligence on Blood Spirit positions stumbled upon an underground Star League production facility hidden deep within a canyon, below layers and layers of open caverns. It contained a factory capable of creating BattleMechs, Vehicles, Fighters, several types of fusion engines plus any equipment related to them. Also, coordinates of 5 other facilities hidden on other planets around Clan space. The Underground immediately spread the word and worked on

finding the other facilities. Only two others were discovered but it was enough to begin research. The Khan approved the research and production of 5 types of OmniMechs, 2 OmniVehicles, 2 Conventional OmniFighters, and an Exoskeleton. Their performance allowed for another OmniMech and 3 more OmniVehicles. A more recent project involved ProtoMechs which are being adapted to our Touman.*

* NOTE: To inquire about the intentions behind the design process see the article "Front Line and Second Line Forces"

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OmniMechs: A Brief Overview

Many projects have been scratched but five core designs have been created and are utilized by our elite Underground forces, The Vengeful. Their base chassis is as basic as we could make them so they are easy to maintain and repair. They are based off of common 2nd line Star League designs so they look like pirate refits. As a result, they are ugly and sometimes inefficient, but they are more than capable of fulfilling our needs.

With the base configuration comes several military standard configurations designed to work with the other OmniMechs it may be around. Our lightest OmniMechs, the Runner and Gunner, are actually Quad frames based off of the Scorpion. They are very common among our forces because they both share the same fusion engine rating. If one of them is beyond repairable we can actually use the engine on another working frame. Our two heavy OmniMechs are our main source of firepower on the battlefield. The Dark Avenger utilizes a heavier 300 rating fusion engine which is also used on a heavier design I shall discuss later. It is based on the OST series of battle pods. The Dark Assassin is a combination of Star League heavy designs on a chassis which looks like the Lancelot. Configurations mimic the Orion, Lancelot,

Guillotine, plus two warrior created versions designed for flanking or providing artillery on the field. Our heaviest OmniMech, the Deathshrieker, shares the 300 rating engine and provides the same effect as the Dark Assassin. Its variants reflect the King Crab, Atlas, Annihilator, plus the Clan Executioner, which is used by our Khan. With the success of our previous OmniMechs, the Dark Wraith was approved, which shares the 240 engine utilized on the Dark Assassin. It is based on the Phoenix Hawk, Wasp and Stinger and is becoming almost as popular as the Dark Avenger.

Among this, their basic frame and components are cheap, modular and easy to produce. Their configurations can vary depending on what weapons are available and they can rapidly re-enter the battlefield.

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Design Specifications: Runner Quad OmniMech

One of our first OmniMechs ever researched was the Runner. It is the lightest and cheapest OmniMech we are capable of produce and it is one of our most important. While observing the Fire Moth in multiple skirmishes Warriors expressed the need for a fast, hard to hit, recon platform which they can use to deliver Cicada Exo Suits.

Scientists went to work and came up with several designs in the process (the Gunner one of them). Surprisingly, the Khan chose a quad frame.

This decision was made for multiple reasons. First, we have specifications for a quad design known as the Scorpion. Second, she (as in our Khan) believes that a a quad frame would be advantageous because of its added stability on irregular terrain. One problem the Fire Moth has is skidding when it makes risky turns. A quad frame would lower this risk.

Our quad design does not come with flaws. Because of its leg design each side torso difficult to armor. All attempts to armor the hip joints either slowed the OmniMech down or snapped the legs off after continuous pressure. The legs raise the torso higher than normal to make room for a well armored chin mounted dorsal gun. With two pod critical slots it can carry weapons and provide a 270 degree forward arc of fire while dropping off Cicada Armor. On top of that it is capable of side stepping and clearing irregular terrain with ease.

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The most common variant is Primary. The dorsal gun holds dual ER Medium Lasers. Combined with its speed it makes a very nice harasser and raider.

Alternate A is designed to take care of any civilian resistance and scout out any hidden or shut down units on the battlefield. Dual machine guns are mounted in the dorsal gun. An active probe uses the remaining tonnage.

Alternate B is not equipped for combat, rather, it is a spotter and radar jammer. TAG is placed in the dorsal gun and is used to aid our LRM and Arrow IV carrying machines. ECM is provided, which is there to jam any advanced electronics the enemy may have, and put blind spots on their radar.

Alternate C is an anti armor configuration. It has two SRM-2 launchers housed in the dorsal mount. It commonly carries inferno ammunition which can destroy enemy battle armor and vehicles with ease.

Alternate D is more specialized for hit and run operations. The dorsal mount carries dual ER Small Lasers plus two more are housed in the right and left torso. It is capable of dealing heavy damage to units who do not expect them.

The Runner is basically our fast attack recon OmniMech. They always carry Cicada Armor and are almost always supported by the heavier Gunner, Dark Wraith and Dark Avenger designs.

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Design Specifications: Gunner Quad OmniMech

Because of how good the Runner performed the Gunner was created. The main idea was a fast moving platform capable of reaching terrain the Runner cannot. Also, a support platform capable of keeping up with the Runner, carrying firepower to provide either a distraction or destroy the enemy from afar.

At 25 tons, the Gunner is slightly heavier than the Runner. What we have though is a more forgiving frame to work with. They look remarkably similar only the dorsal gun is replaced with a turret located above the cockpit. Any weapons mounted in the center torso mount is capable of a 360 arc of fire. Plus the same engine rating is utilized. It is slightly slower than the Runner, reaching a top speed of 130 kph, but has an increase in pod space and armor.

It has identical flaws which comes from the Runner's chassis. The benefit of the Gunner is that its hip joints are better armored. It is capable of surviving hits from heavier weapons.

Variants for the Gunner are designed to fill missions the Runner cannot.

Primary Configuration was designed to work with Runners by sniping heavier targets. With its speed and maneuverability, and full arc of fire, it can stay at range and deliver respectable damage with an ER Large Laser. While extra heat sinks could have been added warriors decided that a Targeting Computer was a better decision. This way, shots they make are almost guaranteed to hit.

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Alternate A is paired as an escort for Runners designed for spotting or jamming electronics. Dual ER Medium Lasers are placed in the turret. Also, a Narc Missile Beacon is housed in the right torso, used to support larger missile carrying units.

Alternate B is rarely used but works as a spotter in situations the Runner cannot survive. A Medium Pulse Laser is its main gun giving it accurate firepower. TAG, ECM, and Active Probe gives it flexibility for just about any recon role.

Alternate C is impressive, I must say. This was an idea from a Cicada Exo Suit point. When used correctly, this configuration can be a great distraction, harasser, and battle armor APC. A single ER Medium Laser is its only weapon. Its offense is an impressive 240 meter jump capable of clearing the heaviest terrain features.

The Gunner is always paired with Runners due to its shared engine size. It makes up for the Runners lack of firepower and provides cover fire for slower forces. Depending on the configuration, and the mission, it will also work as a Battle Armor escort.

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Design Specifications: Dark Avenger OmniMech

The Dark Avenger is our main combat OmniMech designed as fast, heavy support for all of our units. Essentially, it is our main trooper, plus our first biped OmniMech we created.

Multiple chassis were looked at for a base design but the final decision was on the OST series for its battle pod nature. It was fairly easy to adapt to Omni Technology.

Armor was allocated to the most important locations, such as the torsos, head, and legs. The arms are weak but come equipped with hands for physical attacks (we do not care about honorable combat unless it is against our own, what do you expect from a Dark Caste Clan?) and grab and run raids.

At 60 tons it puts the design into the heavy class even though we treat it as a Medium Strike OmniMech. It is capable of reaching a top speed of 85 kph which is the Clan average for their XL Engine OmniMechs. Weapon pods are typically allocated to the torsos leaving the arms available for attacks or grabbing runs.

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Variants of the Dark Avenger are equipped with hard hitting weapons to destroy the enemy as fast as possible in less than a few salvos. It is seldom equipped with light weapons which are more than likely used as a back up weapon. Heavy autocannons, artillery, and heavy energy weapons are the heart and soul of the design. It is relied upon the Runner and Gunner, taking enemy fire, and returning heavy fire to cover its star mates.

Primary configuration carries a central Large Pulse Laser backed by two LRM-20 launchers with enough ammo for a short engagement. The Large Pulse Laser is used to hit fast targets that can keep up with Runner and Gunner OmniMechs.

Alternate A shuffles the firepower a bit using an ER PPC and Streak SRM's. It is the preferred configuration for targeting well armored machines due to the power of the ER PPC.

Alternate B is where the Avenger starts to vary as a close combat machine carrying a massive Ultra Class 20 Autocannon. In urban combat it can be a killer for just about any unit. ECM is equipped making it great for ambushes and rushing into battle without being detected. When it runs out of ammo it can use its ER Medium Laser to cover and retreat.

Alternate C carries dual ER Large Lasers linked to a targeting computer giving it deadly firepower and accuracy at the most extreme ranges. This variant is not very heat efficient if used as a close combat machine. At range, it can alternate fire and use its speed to its advantage.

Alternate D is designed with urban combat in mind. Its main gun, a Class 20 LB-X Autocannon, is perfect for dealing with tanks and other heavily armored units fast. Jump Jets were added so it can close with the enemy at a much faster rate and keep it in sight. Like alternate B, it has an ER Medium Laser to cover itself when it runs out of ammo.

Alternate E is an artillery configuration with an Arrow IV System often paired with TAG equipped units. It is deadly when paired with TAG equipped Runners and Gunners.

The Dark Avenger is a common unit on our battlefield used as a hammer during a rush, mobile fire support, or breaking through strong formations. Our common formations include Runners, Gunners, Dark Wraiths and Dark Avengers. Dark Assassins and Deathshriekers belong to commanders. Some commanders actually prefer it over our heavier units because of how basic it is.

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Design Specifications: Dark Assassin OmniMech

Those who prove worthy enough as battle Star Commanders are given a Dark Assassin. There are a couple of reasons for this.

First being the engine. The 240 Standard is actually our less produced. So, this design is one of our hardest to maintain. Runners and Gunners share the same engine, also, Dark Avengers and Deathshriekers share, this leaves the Dark Assassin by itself.

We chose to base its design on the Lancelot. Its frame allowed easier allocation for much heavier weapons compared to other designs in its class. Plus, a much slower engine speed left more pod space for heavier weapons and heat sinks, giving it more flexibility than the Dark Avenger but giving it a generalist role.

At 60 tons it matches the Dark Avenger but moves at an unimpressive 64 kph. Its better feature is the firepower on most of its configurations. While faster units move in, the Dark Assassin will provide cover fire or use its range of firepower to fill in a Star. It is far more durable and is better armored in vital locations.

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Variants of the Dark Assassin mimic ancient Star League designs one elegant chassis. It is its greatest advantage, giving it a wide range of duties, which has made it a specialized command OmniMech. It borrows concepts seen on the Orion, Guillotine and Lancelot.

Primary configuration is an adaptation of the Orion with a slight increase in firepower. It has a Class 10 Ultra Autocannon, LRM-20, SRM-4, and dual ER Medium Lasers. This variant is used as a command vehicle or when multiple situations can be expected.

Alternate A is designed for more dangerous missions. It is a copy of the Guillotine complete with an ER PPC, Jump Jets, and quad array of ER Medium Lasers. An SRM-6 is housed in the center torso and is used to hit holes in enemy armor.

Alternate B can run really hot if a warrior is not careful. It is basically a Lancelot with dual ER Large Lasers and a Large Pulse Laser. When used as a sniper, like it should, it can provide deadly cover fire for other units.

Alternate C is a warrior created configuration with an ER PPC and Class 5 LB-X Autocannon well suited for fire support and

sniper style missions. Commanders have grown a preference for this design rather quickly. Up close it can defend itself with 3 Medium Pulse Lasers.

Alternate D is the final configuration working as a pure fire support platform. An Arrow IV system is its main weapon with different types of ammo. An ER Large Laser is its secondary weapon. Jump Jets are added to give it a boost in mobility.

With other units like the Dark Avenger, the Dark Assassin has not become as popular. Most warriors with the option have chosen to stick with the Dark Avenger or Dark Wraith because of their maneuverability.

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Design Specifications: Deathshrieker OmniMech

Our heaviest OmniMech was created under supervision of the Khan. She wanted as much firepower we could put on it while following our basic design methods. After multiple attempts, and the death of the old Scientist-General, the Deathshrieker was finally approved.

One key feature of the Deathshrieker is its engine. It is the same one used in the Dark Avenger meaning we can reuse the engine if ever required. This same engine gives it the average speed of an assault OmniMech.

The design itself is based of off the Banshee in pure looks and build. When you look at the other configurations you see other Star League designs in the same class. Surprisingly, scientists were able to pull ideas from the Atlas, King Crab, and Annihilator. The Khan's personal variant is the only one that strays from the concept mimicking the Clan Executioner.

The extra firepower gave the design less around 4 tons less armor than most in its class. This was the Khan's decision asking for at least 50 tons of pod space.

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The Primary Configuration is basically an Atlas with some differences. Each arm holds an ER Large Laser backed by a Gauss Rifle in the right torso. This gives it a great long range punch. It can use its LRM-20 giving it a little more power for some heat. Up close it has a Streak SRM-6 and rear mounted ER Medium Lasers.

Alternate A is deadly, as it should be, being based off of the King Crab. Each arm carries a massive Class 20 Ultra Autocannon with 3 tons of ammunition each. In close combat it is unmatched but warriors must watch their fire or risk a high output of heat. At range it can use its LRM-20 and ER Large Laser.

Alternate B is a copy of the Annihilator only it moves much faster. Four Class 10 LB-X Autocannons are its main armament with a suitable amount of cluster and slug ammunition. It is a superb medium range support unit. Dual ER Medium Lasers round out the design.

Alternate C is the Khan's personal configuration and for a very good reason. At range it carries dual Large Pulse Lasers backed by a Gauss Rifle. When it closes it has quad ER Medium Lasers and dual Machine Guns.

Only the highest in command have the ability to pilot a Deathshrieker unless a warrior proves worthy enough. Galaxy Commanders have the highest honor of piloting one as soon as they reach that rank. Some Star Colonels are just as lucky. They are only produced when absolutely needed unlike the rest of our OmniMechs.

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Design Specifications: Dark Wraith OmniMech

The Dark Wraith is our final OmniMech created from the shortfalls of our other designs. The Dark Avenger and Dark Assassin have become essential parts of our heavier Vengeful formations. The problem is a larger gap has been left creating a weakness in our formations. Runners and Gunners have become the standard, leaving only some room for Dark Avengers and Dark Assassins to round out formations. In order to improve on this issue we came up with a Medium OmniMech based on ancient Phoenix Hawk, Wasp and Stinger design.

Unlike the Phoenix Hawk the Dark Wraith weighs a lighter 40 tons. This decision was somewhat forced due to lighter Clan components and the lack of demand for the Dark Assassin. Also, the Underground demanded compatibility with our produced 240 Fusion Engine. It is capable of moving as fast as a Phoenix Hawk, if not better because of its lighter frame, and jumping just as far with the use of pod-mounted Jump Jets. Like all of our other OmniMechs, standard components are utilized so the Underground can take care of it with ease.

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With only 11 tons of pod space the Dark Wraith is not left with a lot of options. When a configuration takes jump jets it gets reduced to only 8 tons. It is very constrained, giving it more of a fast striker and recon role though our Clan uses it as a strike-trooper design. Most of its configurations take advantage of ECM and other electronics. While it can get hot, the advent of Improve EI gives it no need to carry any more than its fixed number of heat sinks.

The Primary configuration is our main version of the Dark Wraith, giving it a recon, striker and sniper type of role. Its main weapon is an ER Large Laser supported by quad ER Small Lasers. Two machine guns accompany the large laser giving it anti-infantry capabilities. ECM was added so it can take advantage of the large laser’s range. Jump Jets add to its mobility.

Alternate A is more specialized and is designed as recon, carrying an Active Probe. Otherwise, it retains the ER Large Laser and Jump Jets. When in short range it can use dual SRM-4 launchers to defend itself. This variant is usually paired with OmniMechs carrying hard-hitting weapons.

Alternate B is even more specialized, capable of doing recon and working as a fast and well armed artillery spotter. Its main weapons are duel Medium Pulse Lasers, enough to pin down fast moving OmniMechs and Vehicles. Two Machine Guns are added to take care of Infantry. The rest of the pod space is used for Jump Jets, ECM, Active Probe, and TAG.

Alternate C is a dedicated, and very maneuverable, fire support configuration. Jump Jets are once again added giving it good maneuverability. An LRM-20 with two tons of ammunition is its main weapon, perfect for units which use Narc and spot for heavier units. Up close, it can rely on a single ER Medium Laser.

When the Dark Wraith was created its demand skyrocketed. It seems that our Clan still had the Medium and Light BattleMech preference we thought we could break. The Dark Wraith is usually paired with Runners and Gunners or part of a heavier Star dedicated to Dark Avengers. While there are not a lot of configurations I believe we can expect a few more in the near future.

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PA(L) Exoskeletons: A Brief Overview

Because of their basic chassis design our Omni Technology units will lack in firepower. There are multiple ways we try and make up for it, and PA(L) Exo Suits are one of them.

Battle Armor has always been a shortcoming for our Clan after our absorption into Clan Star Adder. We have tried multiple designs but lacked the advanced materials, and phenotype, to produce and maintain Elementals. It was until we discovered old underground facilities we actually gave it another attempt. We horribly failed. So, a new direction was followed using PA(L) Exoskeletons so different types of phenotypes can use them. A few suits were designed and tested but the Cicada was the final and most rewarding result.

Our design concept is not on combat strength which is reflected by how weak our suit really is. All of our suits, however, will always have maneuverability, dependability and size in mind. The Cicada itself can push a warrior much faster than a standard Elemental on the ground. Any of our suits will need manipulators to assist Laborers with grabbing battlefield salvage quickly and anti-infantry weapons to hold off enemies. The Exoskeleton is small, light and

basic compared to other Battle Armor classes giving the flexibility we need. We will almost always have no issue transporting them, may it be on Omni units or within cargo spaces, and their design will ensure basic ease of maintenance.

While our armor is weak compared to other Clan Battle Armor it can still serve the same role. In order to do so, it must rely on other forces in its formation, or it will face a quick death. Fast moving Omni units drop them in the heat of battle, and provide cover fire, while they immediately swarm the enemy with missiles and provide extra firepower. They take advantage of special ammunition for missile and grenade launchers to make quick work of other units.

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Design Specifications: Cicada Exo Suit

Battle Armor is something our Clan can never measure up to due to our lack of proper eugenics and production methods. As a result, we decided to innovate with PA(L) Exoskeleton technology to deliver something similar to an Elemental while providing a bonus with our Underground operations.

The program went through a number of difficulties until we discovered a hidden Star League facility. While it cannot make heavy armor on par with most clan designs it can produce PA(L) Exoskeletons easily. We have suffered multiple casualties testing the armor but the end result was worthwhile.

The Cicada suit comes with armored gloves, so the warrior has full manipulation capabilities, and a fast ground speed. This allows them to aid salvage operations and even laborers on duties which require more man power. The suit has modular hard points so it can allocate equipment as needed. One of its important features is its weight and size making it easy to transport for both Omni type units and haulers. It is also capable of fighting. The Cicada is capable of performing swarm attacks and carrying most weapons you can find on a Clan Elemental. Before a swarm attack it will fire its detachable one-shot

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SRM-2 launcher then close in and harass the enemy.

Armor is its least impressive feature and this was known in the design process due to PA(L) structural limitations. Though, it still has Harjel and other armor features commonly found within Clan Battle Armor.

The Cicada is never deployed alone unless it is on a specialized mission. Runners always carry Cicada's which make up for its lack of firepower. On some occasions Gunners will carry them for the same reason. This usually happens when heavier units are not around. OmniVehicles and Infantry take serious advantage of Cicada armor, which can carry a number of anti-vehicle and anti-infantry weapons like inferno missiles and grenade launchers.

Some new models of our Cicada armor have become popular among our Vengeful forces. While these have some impressive features they will not replace our regular Cicada armor.

Our first new Cicada model utilizes VTOL equipment with a reduction in firepower and armor. These are excellent reconnaissance units, capable of moving an impressive 75.6 kph. The one-shot SRM-2 system was replaced with a one-shot SRM-1 launcher which usually

carries inferno ammunition. Otherwise, the suit has an anti-personnel mount capable of carrying a variety of conventional weapons.

Our second model is equipped for Zero-G operations. This design is currently utilized by Vengeful forces operating with our Ghost Naval Support Cluster during pirate raids and boarding missions. The SRM launcher is removed for new adaptive equipment, along with a cutting torch and room for mission equipment. Once boarded, it can rely on two anti-personnel mounted weapons and a sonic stunner.

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OmniVehicles: A Brief Overview

With a BattleMech shortage we had to find better ways to deliver firepower on the battlefield. There were plenty of difficulties to overcome, even with our Star League facilities, one of them being fusion engines. They are too important to waste on a vehicle and slowly produced.

Internal Combustion Engines are the main core of our OmniVehicles. These are pushed as fast and powerful they can go without losing significant firepower. Not only does this make our support units very easy to produce, but, it encourages the usage of ballistic and missile weapons over energy. This sets the priority of energy weapons for OmniMechs with fusion engines who can handle them much more efficiently. While energy variants do exist they are usually under-gunned. While other types have been looked at, like Tracked and Wheeled, the Hovercraft is our primary Tank just because it fits our fighting style.

Rocket Launchers are utilized and with deadly capacity. It is not uncommon for our OmniVehicles with Cicada armor or ProtoMechs to wait in ambush or flank unsuspecting enemies. To stay useful on the battlefield these configurations carry some kind of missile launcher. Stars of Rocket Launcher

equipped machines are always accompanied by ECM equipped units so they can avoid detection.

When supporting OmniTech Rocket Launchers are used but more variants exist and adapt. Autocannons, LRM's and SRM's are among the types. These variants have much more longevity. They are used to deliver heavy firepower fast and retreat, flank the enemy, or use their speed as an advantage while providing fire support. Depending on the circumstances, if there is a shortage of fast OmniMechs like Runner and Gunner, they will replace them and perform the same role unless ProtoMechs are available.

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Design Specifications: Mosquito Strike Hovercraft

At 25 tons, the Mosquito is the lightest Hovercraft we produce. Despite its small size it is a venerable threat on the battlefield.

The design itself is capable of filling plenty of roles, with configurations varying from fire support to recon, with sufficient armor, firepower and speed. A 120 ICE engine is its core, cheap and reliable, pushing the design's speed to an impressive 162 kph. 3.50 tons of armor gives it ample coverage for its weight. As a result, the hovercraft is

capable of swooping in and deploying Cicada armor, then retreating without destruction. Most variants are configured with missile weapons of one class so it works as an SRM, LRM, or Rocket Launcher carrier perfect for ambush or hit and run missions. Other configurations utilize electronics and anti personnel weapons, covering other units, or scouting out enemy positions.

The support configuration is suited for recon and anti-infantry warfare. It comes equipped with an Active Probe for scouting enemy positions plus an array of vehicle flamers and machine guns for shooting down enemy infantry. An SRM-6 rounds out the design which is often equipped with Inferno missiles for destroying enemy battle armor and vehicles.

Our SRM configuration is simply a trio of SRM-6 launchers with two tons of ammo. It has a full 360 degree range of fire. This unit is perfect for providing extra firepower for recon stars with Runners, Gunners, and other Tanks. Other units have used it for ambushing enemies with deadly capacity.

The Scout configuration is an electronic marvel designed for fast reconnaissance, radar jamming and artillery spotting. It comes equipped with both an ECM Suite and Active

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Probe, plus, a light sensor much like a BattleMech's with a 450 meter range. TAG is equipped for guiding Arrow IV missiles.

The LRM configuration is a favorite addition for covering heavier OmniMechs because of its long-range damage capabilities. There were some issues with room, so dual LRM-5 launchers and an LRM-10 launcher had to be used. This also allows different ammo types to be utilized by using the smaller launchers.

The Laser configuration is rare and it carries a single Medium Pulse Laser. Warriors use it as a pursuit machine to pin down lightly armored convoy units.

The final configuration carries a massive amount of class 15 Rocket Launchers capable of killing a target with a single shot. It is always used when ambushing the enemy or flanking. After it fires all of its Rockets it uses its SRM-2 to support the Cicada Armor it drops off. The Cicada will undoubtedly finish its foe.

While it is small, the Mosquito is our main BattleTank because of how quick and efficient it is. Depending on the unit's size, it can be a replacement for a Light OmniMech or part of a support star.

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Design Specifications: Siafu Strike Hovercraft

The Siafu is designed with speed and concentrated firepower in mind. Otherwise, it follows design trends used on the Mosquito. Being a hovercraft, the heaviest we could push the design was 50 tons. The increase in size gives it much more room which is dedicated to pod space. It can reach a top speed of 130 kph allowing it to keep pace with our light OmniMechs and OmniVehicles. It is also fairly durable with 6.50 tons of pod space.

Variants are designed as either close assault vehicles or support for units with hard hitting weapons such as Gauss Rifles and ER PPC's. One variant, highly specialized, takes advantage of the raw power of multiple Rocket Launcher. Another variant works as a highly mobile Artillery unit.

The Artillery configuration aptly named for its role. An Arrow IV launcher is the main weapon. This unit is always paired with units carrying TAG. ECM was pod mounted to hide it from the enemy. If enemies do find it, an SRM-2 is mounted in the front as a purely defensive weapon.

Our LBX configuration carries dual LB-5-X Autocannons with cluster and slug ammo. At range, using its speed, it will position itself and fire at enemies with slug ammunition as supporting fire for units with better weapons. Then, it will use cluster rounds to hit exposed internal structure. It also makes a great speedy anti-aircraft unit. Like the Artillery configuration it has an SRM-2.

The LRM configuration is a standard LRM carrier. Dual LRM-20's gives it plenty of firepower for its size and it will take advantage of specialty ammunition depending on the mission. Like other ranged configurations

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it has ECM to jam enemy systems and avoid detection. An SRM-2 and dual machine guns round out the configuration.

The Ultra AC 5 configuration carries dual Ultra AC 5 Autocannons. It is usually paired with LB-X cannon variants providing some extra long range cover fire.

The Ultra AC 20 configuration is used like the Ultra AC 5 configuration, only, it has more concentrated firepower useful for opening holes in enemy armor. Because it is such a close-range fighting vehicle it carries quad machine guns for shooting down enemy infantry. ECM was installed making it great for ambushes, shielding itself and other units.

The final configuration carries a massive amount of class 20 Rocket Launchers (10 Launchers for more than 200 rockets in its one shot) more than capable of killing an enemy unit in a single shot. It is always paired with rocket launcher equipped Mosquito Hovercraft and Cicada armor. When it fires all rockets it can use its SRM-6 to hit any open holes or defend itself from other enemies. Like with the Mosquito, the Cicada Armor will finish off the enemy.

The Siafu is usually given to commanders who lead fast strike and ambush stars with Mosquitoes. Their heavier firepower and increase in armor, though decrease in movement, makes them a very valuable addition to any star. Its heavy mix of weapons provides perfect support for our OmniTech.

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Design Specifications: Spreadwing Scout VTOL

The Spreadwing was one of our early VTOL designs proposed as an alternative to Hovercraft technology. After a few years of running the Mosquito and Siafu, the Spreadwing was proposed once again and the Khan saw the need for a light OmniTech VTOL to deliver Battle Armor, locate enemy positions, and even provide fire support.

Like all OmniTech Vehicles the Spreadwing utilizes an ICE at the core. At only 15 tons with a 55 rating it can reach a speed of 162 kph, giving it impressive speed despite its drawbacks. It has enough armor to survive hits from heavy Clan weapons. All this limits its pod space to 5 tons.

The Scout configuration is used for reconnaissance duties and spotting for Vengeful artillery. It has an impressive electronics array, ECM, Active Probe and TAG, allowing it to locate the enemy and avoid fire with ease. It can defend itself with an LRM-5 if threatened.

The SRM configuration is more direct and is used as a close-combat vehicle, flanking the enemy after heavy weapon fire. Three SRM-4 systems are its main armament.

The LRM configuration is used with units carrying Narc systems capable of delivering accurate firepower from a distance. Three LRM-5 systems fill its pod space.

Our most impressive, the Rocket Launcher configuration is used much like the SRM configuration. Also, with its speed it can be the first to strike. Four Rocket Launcher 15 systems are mounted and provide devastating firepower. After they are used it can use its speed to escape or harass the enemy with dual machine guns.

The Spreadwing VTOL is finding its place among the Vengeful as a transport, scout and quick strike unit where Fighters and OmniMechs cannot be spared.

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Design Specifications: Darkling MBT

The Vengeful reported the need for vehicles other than Hovercraft and VTOLs to fill the ranks. One of these were for a Tracked vehicle capable of supporting heavier OmniTech and Battle Armor much like the Siafu. The Darkling Main Battle Tank does just that.

At 45 tons the Darkling is capable of carrying a respectable load of weapons. It can reach a top speed of 86.4 kph utilizing a 225 ICE. With a lot of its weight being devoted to pod-space it still has decent armor coverage allowing it to take a few hits from heavy weapons.

The main Darkling configuration, UAC5, carries the Ultra Autocannon 5 as its main weapon. Supporting the weapon the turret carries dual LRM-5 launchers. This version is usually used for supporting OmniMechs.

The LB5X configuration carries a LB 5-X Autocannon with a ton of ammunition. It is always cluster so it can take on enemy fighters and tanks. Dual SRM-4 systems are added for support.

A less common configuration, though useful, is the Laser class. Its main weapon is a Medium Pulse Laser giving it decent reach. Supporting it is a massive Streak SRM-6 launcher, making it a decent medium-range fighter capable of pinning down light and fast moving units.

One final configuration comes equipped with a massive amount of Rocket Launchers capable of crippling the enemy in one shot. It is used for ambushes when more stability is needed over Hovercraft. Six Rocket Launcher 20's are its main weapon. When expended, it can support allies with an SRM-4 launcher.

With its firepower, stability, and flexibility the Darkling is quickly becoming our main battle tank.

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Design Specifications: Carrion Strike APC

The second vehicle the Vengeful demanded was an APC/Strike tank with an infantry carrying configuration built to support the popular Walking Dead. It was the last OmniVehicle to be put into production due to its highly specialized nature, and after it was sent out, new configurations appeared utilizing its ground speed.

At only 35 tons the Carrion is one of our lightest OmniVehicles. This gives it more of a specialized nature. It has a 225 ICE which pushes its speed to 118.8 kph while its armor is almost matching the Darkling MBT (The Turret suffers the most in armor allocation due to its early role as an infantry transport). Some interesting configurations have appeared though it stays in the fast strike and transport role.

Its main configuration, labeled Transport, has a one ton bay dedicated to holding Walking Dead foot infantry. It has two vehicle flamers, one in the turret and one by the bay door, able to destroy enemy infantry with ease. Dual SRM-2 launchers support the Flamers sometimes carrying Inferno ammunition.

The Missile configuration is not as popular but is useful none-the-less. It carries and LRM-10 launcher for range plus and SRM-2 for support. With its high speed it can harass the enemy.

The Recon configuration is equipped with the same weapons load as the Spreadwing Scout, containing ECM, Active Probe and TAG. It has an LRM-5 for defense. It is used the same way locating enemy positions and reporting data to Vengeful command.

The final configuration is a Rocket Launcher configuration with very impressive firepower for its size. Eight ten class launchers deliver respectable firepower. These are supported by dual machine guns.

With plenty of dangerous configurations the Carrion is becoming more popular. Some even consider it an alternative to the Mosquito hovercraft.

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OmniFighters: A Brief Overview

Conventional OmniFighters were the result of a severe AeroTech Fighter shortage. We required something similar to cover the skies without resorting to salvaged Clan OmniFighters. We rely on them in Space for performing our pirate raids and they cannot be spared. We are constantly on the move, so Conventional OmniFighters support our ground forces and need to be equipped accordingly depending on the type of mission, hence the importance in OmniTech.

The Conventional OmniFighter begins with a turbine engine. They are very easy to create and maintain compared to a fighter based on a fusion core. Because we lack runways and cannot always rely on open terrain VSTOL capabilities are a must. Then, features like armor and fuel are accounted for, because they are not expected to fight on the battlefield for long. Omni-Capability was built into the chassis to give our fighters more flexibility so we do not waste time hauling them around from planet to planet. Our Underground can equip them as they see fit.

Unlike regular OmniFighters ours are weak. Alas, it is something expected from a Conventional frame. They are never meant to

engage Clan OmniFighters head on. Our Light Strike Fighters are dedicated to this, preying on slower machines, while our ground units like Siafu OmniTanks take care of them with AA guns like LB-X Autocannons. Our fighters are designed to soften up ground targets and strike down objectives, like buildings, grounded Dropships, or weak escort vehicles, so our quick ground units can move in for the kill. As a result, bombs and rocket launchers have become our standard en-mass.

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Design Specifications: Scarab Light Strike Fighter

The Scarab Light Strike Fighter is our first series of Conventional OmniFighters developed to support all of our ground units, flank other OmniFighters and protect our heavier Praying Mantis fighter.

It starts with a 140 Turbine engine crafted into a very light 20 ton frame. Scientists and Technicians started with a regular frame but figured out how to apply OmniTech with no difficulties at all. Armor is its greatest downfall but the unit is not used as a standard AeroTech fighter would be used. With its average speed and pod space it

can cover heavier Conventional OmniFighters and support ground targets. If the mission calls, a Scarab can be equipped with a satisfactory bomb load.

Each variant relies on simple missile and ballistic load-outs giving it no reliance on single heat sinks. Some carry advanced electronics which work as a spotter.

Our Recon configuration is used for reconnaissance duties, spotting hidden enemy positions, jamming electronics and guiding Arrow IV Missiles and Bombs to their targets. Dual machine guns are in the nose giving it some firepower though it is not meant to fight. This is one of the configurations we will actually attach a bomb load too so it can swoop in undetected, damage the target then flee behind allied territory.

The SRM configuration dedicates its pod space to dual SRM-6 launchers and a ton of ammunition. It is used for strafing ground targets after larger weapons, found on the Praying Mantis or other ground forces like the Dark Avenger, expose the targets internal structure. When needed, it can flank enemy OmniFighters while Siafu with AA Guns provide ample fire support.

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The LRM configuration is an escort for our slower air units. Its range, speed and damage from 3 LRM-5's allows it to shoot targets from afar. These usually escort dropships entering the atmosphere and are always accompanied by two Recon configurations.

Our preferred load out, Rocket Launcher, is used like the SRM configuration strafing ground targets and flanking larger air targets. It carries six class 10 Rocket Launchers. This is usually enough firepower to destroy air targets fast. If engaging ground targets, it will fire everything and retreat. Most of the time they will follow a pressing Praying Mantis attack.

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Design Specifications: Praying Mantis Bomber

The Praying Mantis is based off of the Raven and designed as a high-power striker against ground targets.

A much heavier fighter, weighing in at 45 tons, the Praying Mantis is capable of either bombing or strafing ground targets because of its average speed. A 225 Turbine engine gives it enough speed for its size. Like all conventional fighters, armor is an issue, but it has enough to survive a strafing run if it suffers any damage. Left over

tonnage is dedicated to 13 tons of pod space allowing it to carry heavy weapons.

The Praying Mantis is not meant to fly alone because it lacks sufficient weapons to defend itself. They are always paired with Scarab Strike Fighters which make up for its lack of defense weaponry. Siafu with AA weapons provide cover fire from any enemy OmniFighters. Depending on the configuration, the Praying Mantis will be the first to strike, followed by Scarab Fighters with SRM's or Rocket Launchers.

Our Ultra AC 20 configuration carries the massive gun designated in its name. It has enough ammo to make a couple runs then retreat so other units can finish off the target, if it does not kill it first.

The Gauss configuration gives it more range while it can still perform the same role.

Our favorite configuration, Rocket Launcher, carries a massive amount of these capable of crippling ground targets in a single salvo. Eight class 20 Rocket Launchers are packed onto the OmniFighter's frame. Dual machine guns gives it some firepower to defend itself while escaping.

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Attention All Underground PersonnelProtoMechs: An Answer to a Dwindling Supply

Recent raids against Clan Blood Spirit has given us insight into ProtoMech technology. Although, it was not until recent reports through the Forsaken we were able to understand much more. Intel and salvage has given our Scientists more ways to incorporate such technology into our Touman. Because of recent hardships, we lack a steady supply of OmniTech, losing these units in battle and its draining any resources we come across in our attempt to manufacture more. This is what brought ProtoMechs back to our attention. Due to their size, they are much easier to replace, plus with a point, they can replace even OmniMechs.

It is inevitable but we lack an eugenics program sufficient enough to create pilots that are required for these machines of war. Fortunate for us, our EI Implants integrate with this technology and even enhance a ProtoMech much further. The hardest part is finding a warrior who can fit into the cockpit which is much smaller than a normal human body. We have found a phenomenal way to combat this without completely rebuilding a cockpit.

Sibkin. Specifically within their pre-teen and teenage years. They fit nicely into the cockpit of a ProtoMech without much adjustment. The Sibkin we have chosen for the program are those who show plenty of talent during Sibko training but lack the strength and endurance to keep up with the others. They are immediately pulled from the program, given Enhanced EI, then placed into the cockpit of a ProtoMech. Training is fast because they develop a bond with the machine. When their training is complete they are shipped off to a Vengeful formation to serve their Clan. If they survive long enough to outgrow the cockpit we simply assign them to an area which corresponds with their attributes. This can be difficult because children are vulnerable to the “god complex” or “attachment to the machine” most Clan ProtoMech pilots suffer. This takes effect after only a month of use and can stay with them depending on the Warrior's willpower. We have had several incidents resulting in missing limbs and even death. Opposed to adults, Sibkin can be surprisingly fierce and responsive while obeying direct orders from superiors.

Other methods have been researched and are implemented today. If an OmniMech is not available we will assign the Warrior a ProtoMech given he or she is small enough to

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fit into the cockpit. Vengeful Warriors who lose limbs are often given a ProtoMech so they have the chance to die honorably for their Clan. Some of them can squeeze into a cockpit with some work. We always give an adult warrior command of Sibkin who also acts as a mentor.

Another issue was the equipment they use. It is much smaller than the components we have the ability to create in our own facilities. With a lot of research, Scientists have found a way to create ProtoMech grade LRM and SRM systems based on the One-Shot SRM systems we know how to build and use on our Cicada armor. We never had to worry about producing Clan missile systems because of how common they are among the Homeworlds through salvage and all types of convoys and combat vehicles. ProtoMech systems, however, are not as easy for us to come by hence the reason we took the time to look into it. As a result, our ProtoMechs will make use of Star League grade Small Lasers, our newly created LRM's and SRM's, and other Clan grade weapons we utilize on our Battle Armor.

With resources becoming scarce on all fronts ProtoMechs could become our main front-line unit supporting other OmniTech. They are much easier to repair, maintain, supply and transport despite being so advanced. Not to

mention, their fusion engines are very easy to produce opposed to their larger brethren used within our OmniMechs (We have the ability to produce the 55 and 70 class quickly and reliably because of their small size. Although, we are still better at creating Internal Combustion and Turbine engines found on all other OmniTech). Scientists even suggest that ProtoMechs could solve our training problem and create a more advanced breed of Clan Warriors. Believe it or not, those who enter the ProtoMech program and survive childhood are some of the best OmniTech pilots in the Clan because of their experience and how in tune they are with the Improved EI system.

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Design Specifications: Nightcrawler Multi-Purpose ProtoMech

ProtoMechs have been proposed more than once since they were adopted by the rest of the Clans. Research suggested that their size makes them very easy to transport and maintain, much more than our OmniTech, which is still primitive compared to Clan standards. It was not until we got our hands on some Centaurs that we were able to get a look at this technology and adapt it to our needs.

Recently, the Clans have become much more violent against one another due to some dispute going on. During these hard times the Underground has become much more desperate. This has resulted in plenty of destroyed OmniMechs which is causing demand we cannot fill. As a result, plenty of OmniMech formations have declined in size drastically. Reports from the Underground suggest that they are capable of supplying for other units because of their simplicity. Despite the fact that we build our OmniMechs with standard components we still struggle with manufacturing because BattleMechs, by design, are complex machines. We needed something to fill this demand so we started to create our own ProtoMech, which we have called the Nightcrawler Project.

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During its planning stages the Nightcrawler went through plenty of revisions and scrapped designs. Its weight class jumped between 5 and 9 tons but it found its home in the middle at 6. At one point we had two prototypes but Scientists felt that a single chassis based on technology we had would be the best path to take. One chassis with multiple attributes will be much easier to create, maintain and distribute.

The Nightcrawler is very similar to the Centaur in both design and feel. On most configurations the speed stays the same but each one has jump jets which improves its agility. Other improvements include armor over the torso region which gives it a slight increase in durability. The only significant difference is the lack of a main gun which really does not hinder its performance on the field.

Each variant is designed to perform a different role but never loses focus on durability and maneuverability. Our first configuration, the most common, is called “Hunter” and is equipped for close-combat against OmniMechs and OmniVehicles. The right arm has a Small Laser which is supported by an SRM-2 and SRM-1 system over each shoulder. Some Warriors have found Inferno weapons useful when dealing with other units.

The second configuration is called “Seeker” and it is designed as a long-range support unit or interceptor. The right arm carries a basic Machine Gun which is superb against conventional infantry. The remaining payload is allocated to an LRM-3 and LRM-2 system over each shoulder with a significant amount of ammunition. This gives it more reach over its sister designs for a slight reduction in damage.

Our third configuration is called “Destroyer” and it is designed with more concentrated firepower. The right arm has a more powerful ER Small Laser which, in numbers, can penetrate the armor on most targets in a few shots. The weapon takes up most of the payload. Dual shoulder-mounted Machine Guns support the weapon which gives it better anti-infantry capabilities compared to its sister designs.

Our fourth configuration is called “Defiler” and has the best concentrated firepower out of all of the Nightcrawler variants. The right shoulder carries a massive, but powerful, ER Medium Laser which can cause heavy damage. While it is dangerous, this variant sacrifices a significant amount of armor and jumping distance. This limits its role as a sniper among the other ProtoMechs.

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Our final configurations “Protector, Sentry and Scout” change the role of the Nightcrawler from an attack unit to an electronics support unit. Each one comes equipped with systems perfect for reconnaissance or electronic warfare. On all of these configurations the right arm has a basic Machine Gun with enough shots to last a long engagement, if it has to defend itself. It also gains a slight increase in ground speed for a reduction in armor and jumping power. Protector has a massive ECM Suite which jams enemy electronics and shields itself and others from detection. Sentry has an Active Probe which can detect units hidden from allies. Scout has a TAG system which can guide missiles and artillery to designated enemy targets. These units are replacing Vengeful OmniTech which carry most of these electronics because they are much less valuable.

While not official, another variant has appeared which experiments with Rocket Launchers on a ProtoMech chassis. This version “Warrior” has been accepted and utilized by Vengeful formations specializing in ambush tactics. The right arm has a Micro Pulse Laser that is very accurate compared to the Small Laser utilized on the “Hunter” variant. (Scientists are working around the clock to replicate this technology so we can

manufacture them, until then, we rely on them through salvage). Each shoulder carries a Rocket Launcher 10 which, together in a point, gives these ProtoMechs an impressive punch that cannot be ignored. This variant is highly specialized with limited capabilities on the battlefield, opposed to other Nightcrawler variants, which are much more flexible.

In only a short time the Nightcrawler has proved itself worthy in all Vengeful formations and even started replacing destroyed OmniMechs even if an OmniMech was available to replace it. Any formation lacking full OmniTech strength has a point of Nightcrawlers in the destroyed units place. Some formations have even used them during salvage and grab and go operations because they can assist where Cicada's lack the strength. Otherwise, the Vengeful have used them in plenty of situations. It seems that ProtoMechs fit nicely into our Touman because they can fulfill a lot of needs without much risk.

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Improved EI Implantsas discussed by Scientist General Persephone

With no eugenics program we have constantly struggled to improve warrior performance. While our forces are finely tuned to the tides of battle tactically our technologies cannot match the other Clans (other than what we salvage but this is still something which hardly matters). We must be tactically efficient as well as technologically efficient.

Burrock scientists came up with the Improved EI Implant after studying the Clan counterpart from captured Trueborn warriors and Forsaken Star Adder intelligence. Despite similarities there are a few important differences.

Vengeful warriors are the only ones who have this superior technology woven into their skin. The Implants themselves look like black tribal tattoos so other Clans cannot identify the implant with their naked eye. Rather, they see it as a sickening Freeborn display. Of course our warriors know what it is because it is how they identify the Vengeful among the Underground.

Scientists found a new material to use without having the implant toxic to the Warrior's health. It was adapted from artificial limbs and a highly classified series of materials even I cannot discuss. The human body does not reject these materials even years after they are applied. The most a warrior will suffer is a heavy migraine after prolonged use on the field. The severity of the migraine goes down around a half an hour after the implants are deactivated. We lack medication for it, unless of course we acquire migraine medication through raids, so the implant can slightly affect their performance during the daytime.

Like the Clan EI implant the warrior suffers damage when ammo explodes or if the unit suffers any kind of internal damage. Our implant is much more forgiving because of the new materials we use. The warrior still suffers damage but the surge is not as severe, meaning, the warrior has a better chance of staying conscious (due to the new materials it is almost as though our warriors are tougher when receiving feedback). They also heal at a much higher rate. A warrior can activate and de-activate the implant at will so he/she can resist any future damage but he would have to rely on standard means of piloting, communication and firing. It is only installed on the warrior and within the

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cockpit so it is only compatible with our Omni and Battle Armor units (it also works as an advanced key for starting the unit protecting it from other types of warriors). If the warrior dies, ejects or is removed from the cockpit against his will the system within the cockpit will wipe itself clean and fry by overclocking. Warriors are careful not to destroy the system on their own though it has happened.

Despite these flaws the Implant has some impressive features. Keep in mind other features from the Clan counterpart carry over.

This new system does not rely on a humanoid machine to operate. It is built around warrior ability and perception, enhances it, then projects data over a neural network (HIGHLY encrypted and ECM immune) between other warriors with the implant. Vengeful warriors use this system to communicate with other Vengeful units in the network, giving them unsurpassed communication abilities. This same system can communicate with non-Vengeful units.

The system is updated by Clan scientists when new information about Clan units are acquired by the Underground. It displays a neon-green grid over the battlefield and displays damage information about locations.

This feature is useful for our warriors because it shows them the weakest target, through battle damage, on the field. Smoke, nightfall and other vision impairing features will not disrupt the grid.

The warrior is more than capable of either targeting more than one target, targeting a single target more efficiently at different ranges, and even targeting Aircraft more accurately. While the warrior can swap between these means of targeting, the system will also aid the warrior with the machine's heat dissipation by regulating weapons fire.

It is worthwhile to note that a MechWarrior can gain the same benefits as a Conventional OmniFighter Warrior and vise versa while piloting the specific unit. While these situations are rare, in a pinch Improved EI can be a very flexible system for our Vengeful Warriors.

If it was not for these new and improved features and the fail-safe nature of the implants the system would be completely overlooked. Its features are its saving grace and it is what gives the Vengeful their edge in battle.

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How to use Improved EI in BattleTech

Improved EI Follows all rules and features of the standard Clan EI implant (MaxTech p 61) with all of the following modifications (NOTE: The system must be activated to gain all listed effects unless stated):

An Improved EI warrior gets a +1 bonus to consciousness rolls when taking damage from EI feedback and ammo explosions.

The -1 piloting skill modifier applies to OmniMechs, OmniVehicles, and OmniFighters.

All Improved EI equipped Warriors are treated as though they have Long Range, Short Range, Multi-Trac and Anti-Aircraft targeting systems described in MaxTech p 59. The warrior can only choose one of the four systems before firing meaning only one system can be used per round.

To simulate an Improved EI warrior's advanced means of communication, the side using improved EI gets a +1 modifier to their initiative roll.

To simulate Improved EI's advanced heat management system, OmniMechs and OmniFighters generate four less heat than normal (never

less than zero).

When the unit is destroyed, or if the warrior dies/is removed from the cockpit against his/her will, the Cockpit/EI system is destroyed and it must be re-installed by Clan Burrock technicians.

Improved EI is not compatible with Clan EI Cockpits. Improved EI is only compatible with Improved EI Cockpits found on all Burrock Vengeful OmniTech, ProtoMechs and Battle Armor. Units without the Burrock Improved EI Implant cannot use Vengeful OmniTech.

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Message Priority: Level 3: URGENTTo: Khan, All Underground PersonnelFrom: Scientist General Persephone

All Underground PersonnelNew Equipment: Advanced Rocket Launcher Munitions

As you know, your beloved Underground scientists are working around the clock to satisfy our warrior's needs. We have paid attention to your requests and battle reports regarding our One Shot Rocket Launcher systems. With that said, after all the hard work, I am pleased to announce a couple of new specialized ammo types for them. Each of these missiles have stunning new capabilities and are cross-compatible with our launchers. I promise, along with our testing team, that these rockets will make a lovely addition to our military.

I will explain them one by one but keep in mind: 1) The Launcher will remain a One-Shot Weapon 2) The side effects of the launcher still apply unless noted 3) Only one type of ammo can be utilized at one time per unit (NOTE: this is due to targeting system constraints when compensating for accuracy issues).

Concussion Rockets are highly inaccurate for a very powerful trade-off. These rockets pack more potent explosives and are built with a streamlined shape which, on impact, can cause internal damage before removing armor. These were built especially for ambushes and are great for targeting heavy and assault OmniMechs.

Corrosive Rockets are packed with corrosives, made from a mixture of Burrock acid and other materials, which are very effective against Ferro-Fibrous, Ferro-Lamelor, Laser and Reactive armor types. Due to their contents, they are slightly less accurate than standard munitions, but they are capable of causing a significant amount of damage to these armor types making them well worth it.

Fire Rockets have a mixture of napalm and other flammables which ignites the target on fire for a short period of time. They are as accurate as Corrosive rockets being roughly the same design. Rather than cause damage they rely on the effects of fire to cripple the target so other units can kill them. These rockets are great against Vehicles, Infantry, Battle Armor, ProtoMechs, and somewhat effective against certain heat-heavy OmniMechs.

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Seeker Rockets are much more reliable and efficient than standard rockets. They carry a new type of fuel, making them move much faster, and a light homing system that works similar to Streak Missile Systems (NOTE: Not as effective as a Streak system). These are perfect for targeting mobile targets and are becoming popular on our Conventional OmniFighters.

Harpoon Rockets are a complete redesign based on LRM/SRM Harpoon systems. These will only work underwater. Surprisingly, they are more accurate.

Zero-G Rockets are re-engineered to work efficiently within a Zero-G environment. They are much more accurate than the original munitions.

All of these rockets are being sent to your local Underground ASAP. Prepare to use these with relentless force! All hail the power of Clan Burrock! Hail the Underground!

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How to use Rocket Launcher Munitions in Battletech

The following munitions are compatible with Rocket Launchers utilized by Clan Burrock. Only one kind of munition can be used per unit.

Concussion Rockets

These missiles operate like standard rocket launchers only they suffer a +2 to hit modifier and a -2 on the Cluster Hit Table. When at least 5 missiles hit a location roll 2d6 and if the result is 2 or 12 roll for a critical hit against the location with a -1 modifier (they do not blow limbs off). Multiple rolls can be made per launcher, for each 5 point cluster, until a critical hit is made. Only one critical hit per launcher can be made. This basically means that larger rocket launchers have a greater chance of getting a critical hit.

Corrosive Rockets

These missiles operate like standard rocket launchers only they suffer a +1 to hit modifier and a -1 on the Cluster Hit Table. For attacks against Ferro-Fibrous, Ferro-Lamelor, Laser and Reactive armor types the missiles cause 2 damage per missile. Excess

damage to the location does not carry over into internal structure. Against other types of armor and internals they cause normal damage.

Fire Rockets

The standard +1 to hit applies and they do not cause damage. On a successful hit roll 2d6. On a result of 5+ the target is on fire and treated as though it is moving through a fire hex as long as the fire stays alive. Class 15 launchers gain a +1 bonus to the roll and class 20 gain a +2. The hits stack (maximum of 5) but the effects do not. In the end phase the target rolls 2d6 and on 8+ the fire goes out. If the roll is failed the fire carries on to the next end phase and will continue to do so until a successful roll is made. Attacks against conventional infantry will light the hex on fire instead. Mechanized infantry are treated like vehicles. These rockets can target clear hexes and light them on fire with the standard modifier for doing so normally.

Seeker Rockets

These Rockets have a sophisticated tracking system so they receive a -1 to hit modifier instead of the +1. After the hit they suffer a -2 modifier on the Cluster Hit

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Table. Allocate damage like a standard rocket launcher. If the to-hit roll is failed the launcher does not fire, just like a Streak system.

Harpoon Rockets

These rockets will only work under water just like harpoon missiles without the Rocket Launcher +1 modifier.

Zero-G Rockets

These rockets get a -1 modifier within a zero g environment and will not work outside of it.

All of these rockets cost 50% more in battle value and cost. Infantry with LAW systems can use these special rocket launcher munitions. Construct them and make attacks normally. They can only use one type of ammunition. The munitions work as follows:

Concussion: When two clusters hit the same location roll 2d6. On a result of 12 roll for a critical hit against the location with a -3 modifier.

Corrosive: Each cluster causes +1 damage against Ferro-Fibrous, Ferro-Lamelor, Laser and Reactive armor. Excess damage to

the location does not carry over into internal structure. Against other types of armor and internals they cause normal damage.

Fire: The unit causes no damage and follows all standard rules for fire rockets described on the previous page with a -1 modifier when checking if the target is on fire.

Seeker: The unit gets a -1 modifier for all of their to-hit rolls.

Harpoon: Can only attack underwater, -1 for all to-hit rolls.

Zero-G: Can only attack in zero-g, -1 for all to-hit rolls.

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Warrior Skill and Progressas discussed by Scientist-General Persephone

In order to improve our Warrior skill there are a number of methods we employ.

1 - Improved EI. This is our main skill enhancer utilized by our Vengeful military. When the system is deactivated they have average skill and are well capable without it. When it is on the enhancements put them above the average Clan warrior.

2 - Cross-training. It is something our Warriors have learned to live with over the years because it has become essential to our survival. Among the Betrayed it is not uncommon for a MechWarrior to have some driving or aerospace piloting skills. This is not seen as dishonorable among us, it is actually looked at as a dominate trait, because a Warrior who is cross trained is useful in almost any kind of situation. For example, our Khan can pilot any OmniTech unit with ease with an above average skill rating. Warriors who follow the same model have a lot of flexibility when bidding forces against others willing to perform the task at hand. Dispossession is the lowest honor as it shows the Warrior is irresponsible or weak when adapting. This is prevalent with our Improved

EI warriors when moving to another type of chassis as an Improved EI system is cross-compatible from chassis to chassis.

3 - Selective Breeding. Scientist pair woman and man together with traits which will create new, more efficient, Warriors. Even if they are from different castes. The only exception is the Vengeful, who breed among one another through the same pairing process, as they need elite warriors. Our "Trueborns" are selective breed "Freeborns." Freeborns are those who are born without the selective process and, if they do not prove useful, will be placed into a lower caste.

4 - Bloodnames. The process to retrieve one is time consuming, grueling but rewarding because of the high honor they receive among the Underground. A Warrior must be proficient in a number of areas, proving his or her might through Underground performance, coordination and battlefield prowess. Only those with a significant rank and experience, above Star Commander, are capable of getting one. Unlike other Clans, we do not play favoritism with renowned bloodlines andristars. These people are selected by the Khan, saKhan, Loremaster or a Galaxy Commander and are given a very difficult task to prove him or herself worthy of such a name. Those who return with a complete set of objectives receive a Bloodname

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and are entered into the Vengeful or advanced with a valuable command position and gain access to Deathshrieker OmniMechs. If they refuse one they can take an OmniTech unit of choice. It is uncommon, but those in lower castes who prove worthy are capable of getting a Bloodname (A good example is Merchant Factor Tyler Moreau for his superb performance in naval strategic coordination and piloting).

Clan Burrock Skill TableG P D A

MechWarrior 4 5*ProtoMech Warrior (NEW) 3Combat Vehicle Crew 4 5Support Vehicle Crew 5 5Conventional Infantry 4 6Mechanized Infantry 4 XAnti-Mech Infantry Foot 4 4 Motorized/Jump 4 5Battle Armor Infantry 4 5Aerospace Fighter Pilot 4 5Conventional Fighter Pilot 4 4Small Craft Crew 6 4Dropship 4 4

NOTE: Vengeful follow the same table and only use MechWarrior, ProtoMech Warrior, Combat Vehicle Crew, Battle Armor, and Conventional Fighter Pilot ratings with a -1 modifier (except for ProtoMech Warrior). Everything listed above (except for ProtoMech Warrior because it is an exclusive Vengeful unit) represents the Betrayed. The most experienced warriors among the Vengeful and Betrayed are proficient with two fields.

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Available Technology: The Betrayedas discussed by Scientist-General Persephone

As you know, we do not have the tools necessary to produce Clan-level technology as of now. However we can and do produce Star League era technology. While our production means are not as fast as standard methods it is much better than nothing at all.

Here is a list of Structure and Equipment we produce on a day to day basis used on our BattleMechs, OmniTech, Battle Armor, Infantry, and other Underground personnel (this technology is Star League grade, NOT the Clan counterpart unless noted):

Star League Grade Components

Small, Medium and Large LasersStandard and ER PPCLRM-5, 10, 15 and 20 LaunchersSRM-2, 4 and 6 LaunchersAutocannon 2, 5, 10 and 20Machine GunFlamerGauss RifleUltra Autocannon 5LB 10-X AutocannonSmall, Medium and Large Pulse LasersER Large Laser

One-Shot Missile SystemsStreak SRM-2Anti-Missile SystemArrow IV ArtilleryArtemis IV FCSBeagle Active ProbeGuardian ECM SuiteNarc Missile BeaconRocket Launcher 10, 15 and 20Special Rocket Launcher AmmunitionTarget Acquisition GearHigh-Explosive BombsCluster BombsRocket Launcher PodsStandard Structural ComponentsStandard ArmorJump Jets55 Fusion Engine70 Fusion Engine200 Fusion Engine240 Fusion Engine300 Fusion Engine55 ICE120 ICE165 ICE225 ICE140 Turbine225 TurbineRegular and Special Ammunition

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Clan Grade Components

CASECommunication EquipmentParamedic EquipmentEngineering/Salvage EquipmentHeavy Grenade LauncherVehicle FlamerDetachable Missile PackCutting TorchMission EquipmentModular Weapon MountsSearchlightsSpace Operations AdaptationBowsClubsKnives, Swords and VibroswordsAuto-PistolDart GunFlare PistolLaser PistolRevolverSonic StunnerTranq GunAuto-RifleLaser RifleSniper RifleAuto-ShotgunPump-Action ShotgunSubmachine GunGauss Submachine GunGrenades (Regular and Inferno)

Semi-Portable AutocannonMan-Portable FlamerGrenade Launcher (Regular and Inferno)Support Machine GunHeavy Motar (Regular and Inferno)Rocket Launcher (LAW)SRM Launcher (One and two shot)Support LaserLand MinesPA(L) Exoskeletons and componentsSneak Suits (3 System)Marine Environment SuitsMicrolite VTOLMicro-Copter VTOLImproved EI and Improved EI CockpitsRegular and Special AmmunitionProtoMech Armor and Structure ComponentsProtoMech LRM and SRM systemsProtoMech (Clan Standard) Machine Gun

We lack the ability to produce anything else despite using ancient designs as an inspiration. Clan grade components, even some of the components we produce, come from battlefield salvage and Underground raid operations. Most of these low-grade materials we produce are given to the Betrayed, while, the more advanced materials are given to the Vengeful to be utilized on OmniTech. These materials are what our Clan relies on when it comes to creating units.

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While we DO NOT produce these, here is a list of Star League era units commonly found and maintained among Betrayed forces (NOTE: Our Clan tends to prefer Light and Medium units that move fast):

BattleMechs

MCY-99 MercuryTHE-N ThornMON-66 MongooseHER-1S HermesHSR-200-D HussarSTN-3L SentinelWVE-5N WyvernCRB-27 CrabKTO-19 KintaroCHP-1N ChampionLNC25-01 LancelotEXT-4D ExterminatorBMB-12D BombardierGLT-3N GuillotineFLS-8K FlashmanBL-6-KNT Black KnightTHG-11 ThugCRK-5003-1 CrockettHGN-732 HighlanderKCG-000 King CrabLCT-1V LocustSTG-3G StingerWSP-1A Wasp

PHX-1 Phoenix HawkOSR-2C OstrocOTL-4D OstsolOTT-7J OstscoutARC-2R ArcherWHM-6R WarhammerRFL-1N RiflemanMAD-3R MarauderSHD-2H Shadow HawkGRF-1N GriffinSCP-1N ScorpionWVR-6R WolverineTDR-5S ThunderboltGOL-1H GoliathBLR-1G BattleMaster

Aerotech Fighters

TridentSwiftSpadZeroRogueTomahawkHellcat IIGothaIronsidesHammerheadRapierAhab

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Vehicles (Tracked, Hover, Wheeled and VTOL)

GabrielRipperBeagleRotundaNightshadeCyranoLighteningZephyrKangaChaparralThorDemonMarksmanMagiBurkeFuryRhinoPuma

APC (Hover, Tracked, and Wheeled)Heavy APC (Hover, Tracked and Wheeled)Mobile HeadquartersMASH Trucks (ICE and Fusion)Cobra Transport VTOLBattleMech Recovery VehicleEngineering Vehicle

Dropships

ManateeFury

Jumpships

ScoutInvaderMagellan

While we have a wide-range of equipment we salvage most of it is not in good condition. This list is not extensive, meaning it is possible to see some IIC models in our formations, but it is uncommon unless a Warrior can prove a need for his or her possession. The Underground works hard to make sure our units are well maintained but this is at the mercy of how quick they can salvage materials and deliver components produced by our Star League facilities.

Personalities & Formations -->

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The Personalities of Clan Burrockas discussed by Scientist-General Persephone

Khan Sandra PolczykAge/Height/Weight: 29, 5'9”, 175 lbsSex/Hair/Eyes: Female, Blonde, Blue Phenotype: MechWarrior

Sandra Polczyk took over Clan Burrock on her own, forcefully, after the Absorption put everything into turmoil. We had already suffered around 5 years of anarchy fell close to extinction. Sandra fought hard, rising from the ashes as part of the original Dark Caste movement, and under her orders, we formed the Clan Burrock there is today.

Our Khan is almost 30 and is of tureborn blood. The original Khan, before our demise, assigned Sandra to the Dark Caste. There she lead a Trinary equipped with Star-League era technology, consisting of BattleMechs, Vehicles and Fighters, against other Clan second line forces. Like other movements, they worked hard with little or no support, gaining information on the Clan and performing raids to get supplies. Her work put her to the test, teaching her an entire new fighting style not seen since Operation: Klondike, utilized by the Pentagon Powers.

The Absorption left an opening for new leadership and Sandra Polczyk was one of the first to take the challenge. The others, being saKhan Ian Van Houten and Loremaster Maria Gastopiv. She engaged in a lot of trials to prove her concept right (most of these putting her close to death), but what ultimately won her the position, was some knowledge pertaining to lost Star League Production facilities. She called for a path which strayed far from Kerensky's vision but was essential for our survival. Her policies included: 1 - Underground movements, part of the Dark Caste, working day and night attacking Clan second line forces. 2 - An elite command (The Vengeful) protecting movements from being exposed and taking the most dangerous challenges 3 - A total rework of both caste and command systems, with loose priorities, allowing a flexible, though efficient, command structure. She believed that these 3 steps would ensure our future, and so far, it has worked. Since then, she has given herself a Bloodname as a reward for all her efforts, a bold move but never contested.

Our Khan is a MechWarrior phenotype, piloting a Deathshrieker with her own personal configuration loosely based on the Executioner Prime. She is also adept at piloting a light hovercraft when needed and has lead her own

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point of infantry. Very arrogant, but not to the point to where she makes poor decisions in combat and bad political moves. Some warriors find her a bit shady but this comes with our

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Touman Information - “The Betrayed”As Discussed by Galaxy Commander Jessica Lamongue

The Betrayed has been around as long as Clan Burrock, pre and post absorption, as soon as we have started collaborating with the Dark Caste. Today they are the most important formation we rely on. The Betrayed are constantly facing battle trying to supply our forces and preserve our existence. Without them, we would be nothing, and our Vengeful formations we have today would not have become as well equipped as they are.

In space and on the ground they hold some of the most fierce warriors known to our Touman. As a result, a few specialized formations exist, such as the Nightmare and Walking Dead cluster. All of our Betrayed formations co-exist with our Vengeful formations with the Vengeful usually taking command if they are present. The Vengeful may be in command, but they understand and respect warriors among the Betrayed as if they are one of them. An incompetent Vengeful commander can doom his or her army if his or her choice is to ridicule them, like most Clans do to their lower castes.

No matter what the formation may focus on (both Vengeful and Betrayed), each one is

equipped with an elite salvage team consisting of elite Combat Engineers, Paramedics, Laborers and standard infantry formations equipped with rifles. This movement always has the tools necessary to work with the Betrayed and Vengeful to gather supplies and strengthen our Clan.

The Swarm15-30 Vessels/Elite/FanaticalCO: Merchant Tyler and Scientist General Persephone

Tyler Moreau and Persephone are the best Underground coordinators we have had since the absorption. The Swarm Cluster was last reported with 7 Invader class and 3 Magellan class Jumpships. The Magellan is the heart of our space operation. We have a large number of Scout Jumpships and these numbers increase and decrease almost everyday. As a result, we never count them. Each of these vessels have Manatee or Fury Dropships. Fighters from The Nightmare Hive are carried and deployed when needed. As a result, The Swarm has the best set of fighters and pilots at their disposal with infantry who utilize Marine Combat Suits to board enemy craft.

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The Hellbringers4 Clusters/Elite/FanaticalCO: Galaxy Commander Jessica Lamongue

Aptly named, my Hellbringers are among the most efficient and fearsome betrayed formations with a great backing Underground. The Khan has granted me the rank of Galaxy Commander because of my ability to lead these viscous warriors. Slowly, we have become one of the best Betrayed formations at Clan Burrock's disposal. We have a decent balance of BattleMechs and Vehicles combined with a formidable amount of Conventional Infantry and Fighter support.

The Fury6 Clusters/Veteran/FanaticalCO: Galaxy Commander Kevin Marghar

The Fury were once a branch of the Hellbringers until Kevin Marghar was appointed his position by the Khan. They are experienced Warriors who have adapted well to the harsh Burrock way when it comes to logistics. The Fury are great tactically and have some of the best Recon units on their side giving them an edge with intelligence. Their units consist of BattleMechs supported by a high number of light reconnaissance Vehicles and Infantry.

The Acid8 Clusters/Veteran/FanaticalCO: Galaxy Commander Marco Polczyk

The Acid are highly specialized, actually preferring heavy vehicles supported by light hovercraft. This is a parody of who they once were. Marco Polczyk was once a MechWarrior who lost his BattleMech, facing death. He survived and now scorns those who have BattleMechs after he was assigned a Fury vehicle. As a result, Warriors who join his formation are given BattleMechs as a second choice. Their warriors, while piloting Tanks, are the best among the Clan, almost perfect during salvage and raid operations.

The Walking Dead2 Clusters/Elite/FanaticalCO: Galaxy Commander Gregor Hutchinson

The Walking Dead are an elite Infantry Galaxy supported by a high number of fast support and transport vehicles. By the Khan's order, their Infantry have advanced Sneak IR/ECM/Camo suits with a well mix of primary and secondary weapons. They are highly trained in anti-'mech, raid, zero-G, salvage and other operations. When needed all of their infantry are skilled combat vehicle drivers.

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There units are typically equipped with Gauss Sub-Machine Guns, LAW Rocket Launchers (and yes, our special ammo is compatible with these launchers), Sniper Rifles, Vibroswords and Man-Portable Flamers. Our Mechanized units are equipped with Microlite and Microcopter VTOL equipment. No matter what the case, they come equipped with 3 System Sneak Suits, making them a great addition to other units (check the TRO at the end of this document for specifics).

The Nightmare4 Clusters/Veteran/FanaticalCO: Galaxy Commander Isabelle

The Nightmare serves along side the Swarm as their elite Fighter support. As a result, they are widely spread among space assisting them where needed. Most of them are serving alongside Scout Jumpships who usually preform raids and capture enemy cargo vessels.

The Forgotten18 Clusters/Regular/FanaticalCO: Galaxy Commander Alexei

The Forgotten is an entry level training formation suited for garrison duties, converting new or captured Dark Caste members, light attack missions, or whatever the Underground may require at the time so that

our new units can learn how to operate. They have an even mix of BattleMechs, Vehicles, Fighters, and Infantry. Units are expected to become adept at two types of units then are shipped off or promoted to the other Galaxies which match their skills.

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Unit Formations: Vengeful and Betrayed Ground Forcesas Discussed by Galaxy Commander Jessica Lamongue

As you know, our forces are split into two formations, the Vengeful and the Betrayed.

What is different about our Clan, despite being one with the Dark Caste, is how our 2nd line force operates as our front line. The Vengeful is undoubtedly in command but the Betrayed sees combat almost on a daily basis.

While our Touman may seem rather large, you must understand that it is spread among 41 planets (the Pentagon Worlds and Homeworlds) estimating all castes. The ratio, as of this day, is usually 2 Vengeful Binary supported by 3 Betrayed Binaries per planet. Other formations are 1 Vengeful trinary with two Betrayed trinaries. Our largest holding is on Dagda, run by the Khan, roughly one trinary of her Vengeful supported by two trinaries, one Hellbringer and one Walking Dead.

Here is how we organize our Vengeful forces:

1 OmniMech or 2 OmniVehicles or 2 Conventional Omnifighters or 5 ProtoMechs or 5 Cicada Armor is a Point. An OmniMech with 5

Cicada or 5 ProtoMechs is a Point. An OmniVehicle with 5 Cicada or 5 ProtoMechs is a Point. Also, some formations deploy two sets of 5 ProtoMechs as points (A total of ten ProtoMechs). 5 of either of these points make up a Star. 2 Stars make up a Binary, 3 Stars make up a Trinary. We do not use the “Nova” or “Supernova” term.

So, following the method we established, this would be your typical Vengeful Trinary formation:

Command Star Support Star Support Star

Dark Avenger Siafu + Cicada 2 Praying MantisGunner + Cicada Siafu + Cicada 2 Praying MantisGunner + Cicada Mosquito + Cicada 2 ScarabRunner + Cicada Mosquito + Cicada 2 ScarabRunner + Cicada Mosquito + Cicada 2 Scarab

This would be your typical Vengeful Binary formation:

Command Star Support Star -OR- Support Star

Dark Avenger Siafu + Cicada 2 Praying Mantis2/5 Nightcrawler Siafu + Cicada 2 Praying Mantis2/5 Nightcrawler Mosquito + Cicada 2 ScarabRunner + Cicada Mosquito + Cicada 2 ScarabRunner + Cicada Mosquito + Cicada 2 Scarab

Because of OmniTech units can mix and match configurations as they see fit.

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A more well-equipped Vengeful command Trinary would probably look like this:

Command Star Support Star Support Star

Deathshrieker Dark Wraith 2 Praying MantisDark Assassin Gunner + Cicada 2 Praying MantisDark Assassin Gunner + Cicada 2 ScarabDark Avenger Runner + Cicada 2 ScarabDark Avenger Runner + Cicada 2 Scarab

These 3 formations I showed you are what

you are going to see. A new Star Colonel, with a decent Underground, will probably run the Standard Trinary plus two binaries and a betrayed Trinary. A very good underground will get the Command Trinary.

Other honorable mentions:

Quick Ambush Task Force:

Siafu (Rocket Launcher) + CicadaSiafu (Rocket Launcher) + Cicada2 Mosquito (Scout)Mosquito (Rocket Launcher) + CicadaMosquito (Rocket Launcher) + Cicada

This formation is used in the opening of a Vengeful engagement. They are highly trained, highly skilled, striking at targets from behind and slowing down the objective. Then, other support units move in such as Conventional OmniFighters (with Rocket

Launchers) and OmniVehicles, followed by OmniMechs with more Cicada Armor. Sometimes, this formation will replace Cicada armor with ProtoMechs which can take and deal much more damage. These formations take care of much more dangerous targets.

The Betrayed operates much differently. They are scavengers meaning they are going to use anything they can get their hands on. Their units depend on they type of Clan they combat. Their units are flawed, meaning it is not uncommon that an engine, gyro, or other internals, or armor is not properly maintained or repaired. Any front line equipment they salvage goes directly to the Vengeful so that it may be equipped on an OmniTech unit.

Here is how we organize our Betrayed forces:

1 BattleMech or 2 Vehicles or 2 Fighters or 25 Infantry (5 Squads of 5 Infantry) is a Point. A Vehicle supported by 25 Infantry is a Point. Just like the Vengeful, 5 of either of these points make up a Star. 2 Stars make up a Binary, 3 Stars make up a Trinary. Again, we avoid “Nova” and “Supernova” terminology.

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Here is an example Betrayed trinary:

Command Star Support Star Support Star

EXT-4E Exterminator 2 Zephyr Jump InfantryCHP-1N Champion 2 Zephyr Jump InfantryLNCE25-01 Lancelot 2 Gabriel Motorized InfantryMON-66 Mongoose 2 Gabriel Motorized InfantryHSR-200-D Hussar 2 Gabriel Motorized Infantry

Aerotech fighters are kept in space so they can assist with pirate raids and protect captured cargo haulers and Jumpships. This is why we use Conventional OmniFighters instead of regular OmniFighters for ground support. Infantry formations are strictly for salvage operations, ambushes or grab and run raids where we will use APC's and fast escorts to drop them off. We cannot afford to throw hordes of infantry at the enemy, even if they are old warriors, so we take calculated risks while using them.

Sample Unit Formation -->

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The Fear Enclave

Current Location: Delios Vengeful Presence: Scythe, Reaper Betrayed Presence: Forgotten Underground Rating: 62.44% (CB avg: 78.63%)

The Fear Enclave is a veteran formation that has been developing on Delios years before the swift destruction of Clan Smoke Jaguar. We have enjoyed raiding against them in the past, a real shame, and now we are stuck with a less impressive borderline spheroid scum Clan called Diamond Shark. Or maybe Sea Fox? Stupid. The Warrior should be in charge. Anyway, I can rant about them a lot. If they were true to themselves, they would have kept their original name and stopped all business deals with the Inner Sphere, but they ultimately chose to dishonor Kerensky's vision and betray their own kind.

Our Underground has been here more than 10 years before our absorption raiding Clan Smoke Jaguar holdings. We were able to witness their destruction but we hold no sympathy for them. They are obviously weak because they succumbed to inferior enemies. For a while the Underground operation was threatened because our source was destroyed and we were at risk of being discovered by the Inner Sphere. Rather than fight, we chose to

stay back, a much wiser decision in order to keep our movement from being discovered. They will have their time.

Since the discovery of Star League facilities we have received a hefty upgrade. While I find this unbelievable, I do not care, because it has given my unit an opportunity. After a month of severe testing, and after I earned a Bloodname, my unit was entered into the Vengeful and our formation received a complete overhaul considering we were weak from lack of resources (we were actually the last to receive the upgrade). With a full trinary of units replaced by OmniTech our performance started to rise above 60%, though we were still below average. Modular technology put us back to our enemies throats by cutting down refit and repair times.

Now we raise hell against our Diamond Shark enemies. They have provided us with more resources than the Smoke Jaguars could have ever done. This has strengthened our movement but there was still a gap in our Betrayed touman that needed to be filled. I approached the Khan myself and asked if we would take the opportunity to train a new Forgotten formation, who were rejected by a lot of movements, then adopt them into our Underground. She was surprised that we were the first to actually demand them and after

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some time, looking at our unit's history, she decided that our unique style would turn them into fine warriors. She was amazed that we were capable of operating with a performance rating lower than 65% (one of the lowest actually, the average being between 75-80%) and agreed. As a bonus, she sent an experenced traveling ambush task force from the Reaper cluster to aid The Forgotten and our Underground operation. We have also adopted a sizable amount of ProtoMechs into our cluster. They are exceptionally useful. If we lose any more OmniMechs we will gladly accept them instead. While our units are average at best we are proven as the most resourceful and cunning of Clan Burrock.

Scythe Vengeful “The Burning Scythe”Command: Star Colonel Din Polzcyk

Command Support

Dark Avenger + Cicada Armor MG Darkling + Cicada MG Dark Avenger + Cicada Armor MG Darkling + Cicada MG Dark Avenger + Cicada Armor MG Darkling + Cicada MG (2) 5 Nightcrawler Spreadwing + Cicada VTOL (2) 5 Nightcrawler Spreadwing + Cicada VTOL

Support

(2) Praying Mantis (2) Praying Mantis(2) Scarab(2) Scarab(2) Scarab

Reaper Vengeful “The Swarm's Fury”Command: Star Captain Anthony

Command Support

Gunner + Cicada Armor MG Siafu + Cicada MG Gunner + Cicada Armor MG Siafu + Cicada MG Runner + Cicada Armor MG Mosquito + Cicada MG Runner + Cicada Armor MG Mosquito + Cicada MG Runner + Cicada Armor MG Mosquito + Cicada MG

The Forgotten 16th Command: Star Captain Vince

Only a few months old, the Forgotten 16th is beginning to prove their worth but not without folly. Their commanders are as fresh as their warriors meaning they will make tactical errors. Star Captain Vince is lucky I am patient. This does not mean they are incapable of operating. They show merit, getting the most useful supplies which keep our Vengeful in superb battlefield condition, but they have trouble keeping their formation in tact. After a few battles, my Vengeful in action replaced two of their fallen BattleMechs (a Warhammer and Marauder) with salvaged Locusts. Since that mistake, Vince has reorganized his forces, took a much better lead and has been more cautious. I am confident they will pull together as they show improvement everyday.

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Command Star 1

LNCE25-01 Lancelot (2) Kanga (AC) WHM-6Rrl Warhammer (2) Kanga (AC) WHM-6Rrl Warhammer (2) Kanga (AC) Heavy Hover APC + LAW Infantry (2) Gallion (RL) Heavy Hover APC + LAW Infantry (2) Gallion (RL)

Star 2(2) Rotunda (RL) (2) Rotunda (RL) (2) Rotunda (RL) (2) Nightshade (2) Nightshade

Support Star 1

OST-4Drl Ostsol Heavy Hover APC (RL) + Foot Infantry (LAW) OST-2Crl Ostroc Heavy Hover APC (RL) + Foot Infantry (LAW) OST-2Crl Ostroc Heavy Hover APC (RL) + Foot Infantry (LAW) OTT-1Vrl Locust Heavy Hover APC (RL) + Foot Infantry (LAW) OTT-1Vrl Locust Heavy Hover APC (RL) + Foot Infantry (LAW)

Underground Support “The Harvesters of Sorrow”Command: Scientist Natalia

The Harvesters of Sorrow are an elite support team we have trained to aid the Underground with all medical, communication, command and salvage operations. They are in great shape and I have placed them top priority for supplies since the annihilation of Clan Smoke Jaguar. Without this formation we would essentially be nothing. They have paramedics useful for assisting our personel both Betrayed and Vengeful. Our paramedics have a great understanding on how to treat Improved EI Implant warriors. Salvage teams are perfectly coordinated with our Reaper assistance. Together, they rush into battle

after our enemies are destroyed or after the objective is secured, clean the area of all useful materials, then retreat to safety. I trust Scientist Natalia more than some of our warriors.

Command Assets Salvage Team

Mobile Headquarters Engineering Vehicle MASH Truck (ICE) + Paramedic Team BattleMech Recovery Vehicle MASH Truck (ICE) + Paramedic Team Cobra Transport VTOL + Salvage Team Heavy Hover APC + Paramedic Team Cobra Transport VTOL + Salvage Team Heavy Hover APC + Paramedic Team Cobra Transport VTOL + Salvage Team

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Dropships and Jumpshipsas discussed by Merchant Factor Tyler Moreau

Nothing would be possible without our equipment in space. We are careful and precise while performing any kind of attack. We plot jump points carefully, deploy and strike, taking our objective with harsh force. All salvage is taken then preparations are made and we jump out of the system.

Merchants control our Dropships and Jumpships and have effectively done so for many years. They have fooled the Clans since our connection with the Dark Caste began, and do so today. It has become a very natural art. Equipment is smuggled without notice, raids are preformed, and deliveries are made with precision and care. Alas, we are seen as some kind of dishonorable pirate band. If we are discovered then so be it. Our units identify themselves as the Dark Caste and accept their fate in the honor of Clan Burrock and the Clan's survival by fighting to the death.

It is difficult to discuss what assets we have available in space because it depends heavily on what we salvage. I can only provide you with some useful insight so you are not caught off guard.

The Manatee is our basic spheroid Dropship. It is light, easy to maintain, and has enough cargo space to haul all kinds of equipment from point A to point B. Due to how weak it is the Manatee can pass as no threat with little or no effort at all. Our cargo hauling models are usually modified with four bays dedicated to cargo complete with their own doors. This allows easier access which speeds up operations. Weapons vary from model to model, but most Cargo Manatee are equipped with weapons great for AA targeting, like the Class 2 LB-X Autocannon, sometimes supported by Large and Medium Pulse Lasers. Spare weight is usually put toward armor or heat sinks. More diverse configurations transport some of our military. These support Stars of BattleMechs, ProtoMechs, Vehicles, Fighters, and Infantry. Plenty of Manatee are used on Jumpships as dedicated fighter carriers.

The Fury is our basic Aerodine Dropship used for specialized missions the Manatee cannot perform. It is basically the Broadsword of our Clan, much slower and less armed. Some of them have been modified as cargo haulers which usually have a different weapon loadout. These are a lot like the Manatee cargo hauler carrying AA type weapons. More common versions are modified with bays for either BattleMechs, ProtoMechs, Vehicles, Infantry, Fighters or a mix of these depending

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on what the military needs. Almost all variants carry a cargo bay for replacement parts and battlefield salvage.

Always on the move, Jumpships are the most valuable units we possess. The Invader is our main Jumpship due to its availability among the Clans, used as a transport for our dropships and performing pirate operations. Scout class Jumpships are used heavily for raiding when an Invader cannot be spared. Manatees with salvaged AeroTech Fighters are attached to them, defending all units from harm, or performing their raid when the Jumpship enters the mission area. Fury with Battle Armor and Infantry will attempt to forcefully dock with the target in order to capture it. The Magellan is our most useful Jumpship because of its HPG system and advanced medical facilities. They are constantly on the move and have become our communication and resupply points for all Burrock naval forces. In a way, we treat these as our capital ships, though we hardly use them when performing raids.

We do not have warships for obvious reasons. It would be foolish for us to even attempt to salvage one, let alone, try to hijack it. We lack the resources and know-how to maintain them. As a result, we do everything we can to avoid them. We prey on

cargo haulers to gain the materials we need.

This would be a typical Burrock Strike Pirate Force:

Scout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + Fighters

This is our only formation which will rely on a small craft, filled with infantry, meant to capture the enemy vessel. They are never too far from one another though are capable of operating independently. When separate, they are stealthy, but together they have a formidable fighter force.

This would be a typical convoy:

Scout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + FightersScout + ManateeScout + ManateeScout + Manatee

The Scouts with regular cargo manatee will have a fighter in their single bay. The Scouts equipped with Fighter Manatees will not venture too far so they can defend them in a pinch or pose as a decoy allowing the other units an opportunity to escape. Again, these carry small craft.

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This would be a more well-equipped operation, usually a checkpoint for Scouts:

InvaderManatee (Fighter Bays) + FightersManatee (Fighter Bays) + FightersFury + Infantry (Marines and Battle Armor)

This would be a Command Force. The center of communications, repair and resupply:

MagellanScout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + FightersScout + Manatee (Fighter Bays) + Fighters

TRO Information -->

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Runner OmniMech R-10-O

Technology Base:

Clan 20.00 tons

Chassis Config: Quad Cost:1,886,500 C-

Bills

BV2: 274Tech Rating/Era

Availability:E/X-E-E

Equipment MassInternal Structure:

Standard 2.00

Engine: 200 Fusion Engine 8.50Walking MP: 10Running MP: 15Jumping MP: 0

Heat Sinks: 10 - Single (8 in engine) 0.00Heat Sink Locations: 1 LT, 1 RTGyro: Standard 2.00Cockpit: Standard 3.00Actuators: L: H+UL+LL+F R: H+UL+LL+FArmor: 40 points - Standard Armor 2.50

Internal Armor Structure Factor

Head: 3 6Center Torso: 6 6

Center Torso (rear): 2R/L Torso: 5 2

R/L Torso (rear): 1R/L Front Leg: 4 5R/L Rear Leg: 4 5

Configuration Prime

Cost:2,126,500 C-

Bills

BV2: 770Tech Rating/Era

Availability:F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage2 ER Medium Lasers CT 10 2 2.00

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00Heat Sink Locations: 1 LT, 1 RT

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Configuration A Cost: 2,276,500 C-BillsBV2: 314 Tech Rating/Era Availability: E/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage2 Machine Guns CT 0 2 0.50Active Probe RT 0 1 1.00@MG (1/2) (100) LT -- 1 0.50

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00Heat Sink Locations: 1 LT, 1 RTCASE Locations: LT 0.00

Configuration B Cost: 2,261,500 C-BillsBV2: 359 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageTAG CT 0 1 1.00ECM Suite RT 0 1 1.00

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00Heat Sink Locations: 1 LT, 1 RT

Configuration C Cost: 1,991,500 C-BillsBV2: 356 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageSRM-2 RT 2 1 0.50SRM-2 LT 2 1 0.50@SRM-2 (50) CT -- 1 1.00

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00Heat Sink Locations: 1 LT, 1 RTCASE Locations: CT 0.00

Configuration D Cost: 1,954,000 C-BillsBV2: 559 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage2 ER Small Lasers CT 4 2 1.00ER Small Laser RT 2 1 0.50ER Small Laser LT 2 1 0.50

Equipment Mass

Actuators: L: H+UL+LL+F R: H+UL+LL+F

Heat Sinks: 10 0.00

Heat Sink Locations: 1 LT, 1 RT

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Gunner OmniMech G-10-O

Technology Base:

Clan 25.00 tons

Chassis Config: Quad Cost:2,138,021 C-

Bills

BV2: 380Tech Rating/Era

Availability:E/X-E-E

Equipment MassInternal Structure:

Standard 2.50

Engine: 200 Fusion Engine 8.50Walking MP: 8Running MP: 12Jumping MP: 0

Heat Sinks: 10 - Single (8 in engine) 0.00Heat Sink Locations: 1 LT, 1 RTGyro: Standard 2.00Cockpit: Standard 3.00Actuators: L: H+UL+LL+F R: H+UL+LL+FArmor: 62 points - Standard Armor 4.00

Internal Armor Structure Factor

Head: 3 6Center Torso: 8 10

Center Torso (rear): 2R/L Torso: 6 5

R/L Torso (rear): 1R/L Front Leg: 6 8R/L Rear Leg: 6 8

Configuration Prime

Cost:2,466,146 C-

Bills

BV2: 966Tech Rating/Era

Availability:F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageTargeting Computer HD -- 1 1.00ER Large Laser CT 12 1 4.00

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00Heat Sink Locations: 1 LT, 1 RT

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Configuration A Cost: 2,544,271 C-BillsBV2: 824 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage2 ER Medium Lasers CT 10 2 2.00Narc Launcher RT 0 1 2.00@Narc (Homing) (6) RT -- 1 1.00

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00Heat Sink Locations: 1 LT, 1 RT

Configuration B Cost: 2,934,896 C-BillsBV2: 692 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageECM Suite HD 0 1 1.00Medium Pulse Laser CT 4 1 2.00Active Probe RT 0 1 1.00TAG LT 0 1 1.00

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00

Heat Sink Locations: 1 LT, 1 RT

Configuration C Cost: 2,763,021 C-BillsBV2: 658 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageER Medium Laser CT 5 1 1.00

Equipment MassActuators: L: H+UL+LL+F R: H+UL+LL+FHeat Sinks: 10 0.00Heat Sink Locations: 1 LT, 1 RT

Jumping MP: 8 StandardJump Jet Locations: 4 LT, 4 RT 4.00

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Dark Wraith OmniMech DD-16-O

Technology Base:

Clan 40.00 tons

Chassis Config: Biped Cost:3,634,750 C-

Bills

BV2: 607Tech Rating/Era

Availability:E/X-E-E

Equipment MassInternal Structure:

Standard 4.00

Engine: 240 Fusion Engine 11.50Walking MP: 6Running MP: 9Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.00Heat Sink Locations: 1 HDGyro: GyroStandard 3.00Cockpit: Standard 3.00Actuators: L: SH+UA R: SH+UAArmor: 120 points - Standard Armor 7.50

Internal Armor Structure Factor

Head: 3 8Center Torso: 12 20

Center Torso (rear): 4R/L Torso: 10 17

R/L Torso (rear): 2R/L Arm: 6 10R/L Leg: 10 15

Configuration Prime

Cost:5,040,700 C-

Bills

BV2: 1,307Tech Rating/Era

Availability:F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage2 ER Small Lasers CT 4 2 1.00ER Small Laser RT 2 1 0.50ECM Suite LT 0 1 1.00ER Large Laser RA 12 1 4.002 Machine Guns RA 0 2 0.50ER Small Laser LA 2 1 0.50@MG (1/2) (100) RA -- 1 0.50

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Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 10 0.00Heat Sink Locations: 1 HD

Jumping MP: 6 StandardJump Jet Locations: 3 LT, 3 RT 3.00CASE Locations: RA 0.00

Configuration A Cost: 5,154,450 C-BillsBV2: 1,190 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageActive Probe RT 0 1 1.00SRM-4 LT 3 1 1.00ER Large Laser RA 12 1 4.00SRM-4 LL 3 1 1.00@SRM-4 (25) LT -- 1 1.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 10 0.00Heat Sink Locations: 1 HD

Jumping MP: 6 StandardJump Jet Locations: 3 LT, 3 RT 3.00CASE Locations: LT 0.00

Configuration B Cost: 5,259,450 C-BillsBV2: 1,157 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageActive Probe RT 0 1 1.00ECM Suite LT 0 1 1.002 Medium Pulse Lasers RA 8 2 4.00TAG LA 0 1 1.002 Machine Guns LL 0 2 0.50@MG (1/2) (100) LT -- 1 0.50

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 10 0.00Heat Sink Locations: 1 HD

Jumping MP: 6 StandardJump Jet Locations: 3 LT, 3 RT 3.00CASE Locations: LT 0.00

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Configuration C Cost: 4,821,950 C-BillsBV2: 1,344 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageLRM-20 LT 6 4 5.00ER Medium Laser RA 5 1 1.00@LRM-20 (12) LT -- 2 2.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 10 0.00Heat Sink Locations: 1 HD

Jumping MP: 6 StandardJump Jet Locations: 3 LT, 3 RT 3.00CASE Locations: LT 0.00

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Dark Assassin DA-16-O

Technology Base:

Clan 60.00 tons

Chassis Config: Biped Cost:5,066,000 C-

Bills

BV2: 785Tech Rating/Era

Availability:E/X-E-E

Equipment MassInternal Structure:

Standard 6.00

Engine: 240 Fusion Engine 11.50Walking MP: 4Running MP: 6Jumping MP: 0

Heat Sinks: 10 - Single (9 in engine) 0.00Heat Sink Locations: 1 RTGyro: Standard 3.00Cockpit: Standard 3.00Actuators: L: SH+UA R: SH+UAArmor: 168 points - Standard Armor 10.50

Internal Armor Structure Factor

Head: 3 9Center Torso: 20 25

Center Torso (rear): 10R/L Torso: 14 20

R/L Torso (rear): 7R/L Arm: 10 15R/L Leg: 14 20

Configuration Prime

Cost:6,870,000 C-

Bills

BV2: 1,595Tech Rating/Era

Availability:F/X-E-E

Weapons and Ammo

Location Heat Criticals Tonnage

Ultra AC/10 RT3 /shot (6.0

max)4 10.00

LRM-20 LT 6 4 5.00ER Medium Laser RA 5 1 1.00ER Medium Laser LA 5 1 1.00SRM-4 LA 3 1 1.00@Ultra AC/10 (20) RT -- 2 2.00@LRM-20 (12) LT -- 2 2.00

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@SRM-4 (25) LT -- 1 1.00

Equipment MassActuators: L: SH+UA+LA R: SH+UA+LAHeat Sinks: 13 3.00Heat Sink Locations: 1 HD, 1 RT, 1 LL, 1 RLCASE Locations: LT, RT 0.00

Configuration A Cost: 7,014,500 C-BillsBV2: 1,880 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageSRM-6 CT 4 1 1.50ER Medium Laser RT 5 1 1.00ER Medium Laser LT 5 1 1.002 ER Medium Lasers RA 10 2 2.00ER PPC LA 15 2 6.00ER Small Laser LA 2 1 0.50@SRM-6 (15) LT -- 1 1.00

Equipment MassActuators: L: SH+UA R: SH+UA+LAHeat Sinks: 19 9.00Heat Sink Locations: 1 HD, 1 CT, 2 LT, 2 RT, 2 LL, 2 RL

Jumping MP: 4 Standard

Jump Jet Locations: 2 LT, 2 RT 4.00CASE Locations: LT 0.00

Configuration B Cost: 6,264,000 C-BillsBV2: 1,638 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageLarge Pulse Laser RT 10 2 6.00ER Large Laser RA 12 1 4.00ER Large Laser LA 12 1 4.00

Equipment MassActuators: L: SH+UA R: SH+UAHeat Sinks: 22 12.00Heat Sink Locations: 1 HD, 2 CT, 3 LT, 3 RT, 2 LL, 2 RL

Configuration C Cost: 6,656,000 C-BillsBV2: 1,623 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageLB 5-X AC RT 1 4 7.00Medium Pulse Laser LT 4 1 2.00ER PPC RA 15 2 6.00Medium Pulse Laser RA 4 1 2.00Medium Pulse Laser LA 4 1 2.00

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@LB 5-X (Cluster) (20) RT -- 1 1.00

Equipment MassActuators: L: SH+UA+LA R: SH+UAHeat Sinks: 16 6.00Heat Sink Locations: 2 LT, 1 RT, 2 LL, 2 RLCASE Locations: RT 0.00

Configuration D Cost:7,094,000 C-

Bills

BV2: 1,665Tech Rating/Era

Availability:F/X-E-E

Rules Level: Advanced Rules

Weapons and Ammo Location Heat Criticals TonnageECM Suite HD 0 1 1.00Arrow IV Missile RT/RA 10 2/10 12.00ER Large Laser LA 12 1 4.00@Arrow IV (Cluster) (10) RT -- 2 2.00@Arrow IV (Homing) (5) RT -- 1 1.00

Equipment MassActuators: L: SH+UA R: SH+UAHeat Sinks: 13 3.00Heat Sink Locations: 2 LT, 2 RT

Jumping MP: 3 StandardJump Jet Locations: 1 CT, 1 LT, 1 RT 3.00CASE Locations: RT 0.00

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Dark Avenger OmniMech A-16-O

Technology Base:

Clan 60.00 tons

Chassis Config: Biped Cost:5,516,000 C-

Bills

BV2: 782Tech Rating/Era

Availability:E/X-E-E

Equipment MassInternal Structure:

Standard 6.00

Engine: 300 Fusion Engine 19.00Walking MP: 5Running MP: 8Jumping MP: 0

Heat Sinks: 10 - Single (10 in engine) 0.00Gyro: Standard 3.00Cockpit: Standard 3.00Actuators: L: SH+UA R: SH+UAArmor: 144 points - Standard Armor 9.00

Internal Armor Structure Factor

Head: 3 9Center Torso: 20 22

Center Torso (rear): 7R/L Torso: 14 20

R/L Torso (rear): 7R/L Arm: 10 8R/L Leg: 14 18

Configuration Prime

Cost:7,105,200 C-

Bills

BV2: 1,671Tech Rating/Era

Availability:F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageLarge Pulse Laser CT 10 2 6.00LRM-20 RT 6 4 5.00LRM-20 LT 6 4 5.00@LRM-20 (6) RT -- 1 1.00@LRM-20 (6) LT -- 1 1.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+H

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Heat Sinks: 12 2.00Heat Sink Locations: 1 LT, 1 RTCASE Locations: LT, RT 0.00

Configuration A Cost: 6,755,200 C-BillsBV2: 1691 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageER PPC CT 15 2 6.00Streak SRM-6 RT 4 2 3.00Streak SRM-6 LT 4 2 3.00@Streak SRM-6 (15) RT -- 1 1.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 17 7Heat Sink Locations: 4 LT, 3 RTCASE Locations: RT 0.00

Configuration B Cost: 7,383,200 C-BillsBV2: 1,717 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo

Location Heat Criticals Tonnage

ECM Suite HD 0 1 1.00

ER Medium Laser CT 5 1 1.00

Ultra AC/20 RT7 /shot (14.0

max)8 12.00

@Ultra AC/20 (15) LT -- 3 3.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 10 0.00

Jumping MP: 3 StandardJump Jet Locations: 1 CT, 1 LT, 1 RT 3.00CASE Locations: LT 0.00

Configuration C Cost: 6,427,200 C-BillsBV2: 1,632 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageTargeting Computer CT -- 2 2.00ER Large Laser RT 12 1 4.00ER Large Laser LT 12 1 4.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 20 10.00Heat Sink Locations: 5 LT, 5 RT

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Configuration D Cost: 7,607,200 C-BillsBV2: 1,518 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals TonnageER Medium Laser HD 5 1 1.00LB 20-X AC RT 6 9 12.00@LB 20-X (Cluster) (5) LT -- 1 1.00@LB 20-X (Slug) (5) LT -- 1 1.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 10 0.00

Jumping MP: 5 StandardJump Jet Locations: 1 CT, 2 LT, 2 RT 5.00CASE Locations: LT 0.00

Configuration E Cost: 7,091,200 C-Bills

BV2: 1,512Tech Rating/Era

Availability:F/X-E-E

Rules Level: Advanced Rules

Weapons and Ammo Location Heat Criticals TonnageER Medium Laser HD 5 1 1.00Arrow IV Missile CT/RT 10 2/10 12.00@Arrow IV (Cluster) (10) LT -- 2 2.00

@Arrow IV (Homing) (5) LT -- 1 1.00

Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 10 0.00

Jumping MP: 4 StandardJump Jet Locations: 2 LT, 2 RT 4.00CASE Locations: LT 0.00

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Deathshrieker OmniMech D-66-O Technology Base:

Clan 100.00 tons

Chassis Config: Biped Cost:9,575,000 C-

Bills

BV2: 1,154Tech Rating/Era

Availability:E/X-E-E

Equipment MassInternal Structure:

Standard 10.00

Engine: 300 Fusion Engine 19.00Walking MP: 3Running MP: 5Jumping MP: 0

Heat Sinks: 10 - Single (10 in engine) 0.00Gyro: Standard 3.00Cockpit: Standard 3.00Actuators: L: SH+UA R: SH+UAArmor: 240 points - Standard Armor 15.00

Internal Armor Structure Factor

Head: 3 9Center Torso: 31 42

Center Torso (rear): 11R/L Torso: 21 30

R/L Torso (rear): 7R/L Arm: 17 20R/L Leg: 21 32

Configuration Prime

Cost:13,040,000 C-

Bills

BV2: 2,452Tech Rating/Era

Availability:F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage2 (R) ER Medium Lasers CT 10 2 2.00Gauss Rifle RT 1 6 12.00LRM-20 LT 6 4 5.00ER Large Laser RA 12 1 4.00ER Large Laser LA 12 1 4.00Streak SRM-6 LL 4 2 3.00@Gauss Rifle (16) RT -- 2 2.00@LRM-20 (12) LT -- 2 2.00@Streak SRM-6 (15) LT -- 1 1.00

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Equipment MassActuators: L: SH+UA+LA+H R: SH+UA+LA+HHeat Sinks: 25 15.00Heat Sink Locations: 1 HD, 5 LT, 3 RT, 2 LA, 2 RA, 2 RLCASE Locations: LT, RT 0.00

Configuration A Cost: 13,400,000 C-BillsBV2: 2,337 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo

Location Heat Criticals Tonnage

ER Large Laser RT 12 1 4.00LRM-20 LT 6 4 5.00

Ultra AC/20 RA7 /shot (14.0

max)8 12.00

Ultra AC/20 LA7 /shot (14.0

max)8 12.00

@Ultra AC/20 (15) RT -- 3 3.00@Ultra AC/20 (15) LT -- 3 3.00@LRM-20 (6) LT -- 1 1.00

Equipment MassActuators: L: SH+UA R: SH+UAHeat Sinks: 20 10.00Heat Sink Locations: 2 CT, 2 LT, 2 RT, 2 LL, 2 RL

CASE Locations: LT, RT 0.00

Configuration B Cost: 14,235,000 C-BillsBV2: 2,076 Tech Rating/Era Availability: F/X-E-E

Weapons and Ammo Location Heat Criticals Tonnage2 ER Medium Lasers CT 10 2 2.00LB 10-X AC RT 2 5 10.00LB 10-X AC LT 2 5 10.00LB 10-X AC RA 2 5 10.00LB 10-X AC LA 2 5 10.00@LB 10-X (Cluster) (20) RT -- 2 2.00@LB 10-X (Slug) (10) RT -- 1 1.00@LB 10-X (Cluster) (10) LT -- 1 1.00@LB 10-X (Slug) (20) LT -- 2 2.00

Equipment MassActuators: L: SH+UA R: SH+UAHeat Sinks: 12 2.00Heat Sink Locations: 1 LL, 1 RLCASE Locations: LT, RT 0.00

Configuration C Cost: 12,817,500 C-BillsBV2: 2,728 Tech Rating/Era Availability: F/X-E-E

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Weapons and Ammo Location Heat Criticals Tonnage2 ER Medium Lasers RT 10 2 2.002 Machine Guns RT 0 2 0.502 ER Medium Lasers LT 10 2 2.002 Large Pulse Lasers RA 20 4 12.00Gauss Rifle LA 1 6 12.00@MG (1/2) (100) RT -- 1 0.50@Gauss Rifle (24) LA -- 3 3.00

Equipment MassActuators: L: SH+UA R: SH+UA+LA+HHeat Sinks: 22 12.00Heat Sink Locations: 1 HD, 1 CT, 3 LT, 3 RT, 2 LL, 2 RL

Jumping MP: 3 StandardJump Jet Locations: 1 CT, 1 LT, 1 RT 6.00CASE Locations: RT, LA 0.00

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Type/Model: Spreadwing Scout VTOLMass: 15 tonsEquipment: Items MassInternal Structure: 10 pts Standard 0 1.50Engine: 55 I.C.E. 0 3.00 Cruise MP: 10 Flank MP: 15 Heat Sinks: 0 Single 0 .00Cockpit & Controls: 0 1.00Crew: 1 Members 0 .00Rotor Equipment: Main/Tail Rotors 0 1.50Armor Factor: 48 pts Standard 0 3.00

Internal Armor Structure Value Front: 2 15 Left / Right Sides: 2 12/12 Rear: 2 7 Rotor: 2 2

ScoutWeapons & Equipment: Loc Heat Ammo Items Mass1 Active Probe Body 0 1 1.001 ECM Suite Body 0 1 1.001 TAG Front 0 1 1.00

1 LRM 5 Front 0 24 2 2.00CASE Equipment: Body 0 .00TOTALS: 0 5 15.00Items & Tons Left: 3 .00

Calculated Factors:Total Cost: 1,291,406 C-BillsBattle Value: 401

SRM

Weapons & Equipment: Loc Heat Ammo Items Mass1 SRM 4 Front 0 25 2 2.001 SRM 4 Front 0 25 1 2.001 SRM 4 Front 0 1 1.00CASE Equipment: Body 0 .00TOTALS: 0 4 15.00Items & Tons Left: 4 .00

Calculated Factors:Total Cost: 773,906 C-BillsBattle Value: 603

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LRM Weapons & Equipment: Loc Heat Ammo Items Mass1 LRM 5 Front 0 24 2 2.001 LRM 5 Front 0 1 1.001 LRM 5 Front 0 24 1 2.00CASE Equipment: Body 0 .00TOTALS: 0 4 15.00Items & Tons Left: 4 .00

Calculated Factors:Total Cost: 616,406 C-BillsBattle Value: 837

Rocket Launcher

Weapons & Equipment: Loc Heat Ammo Items Mass1 Rocket Launcher 15* Front 0 1 1.001 Rocket Launcher 15* Front 0 1 1.001 Rocket Launcher 15* Front 0 1 1.001 Rocket Launcher 15* Front 0 1 1.001 Machine Gun Front 0 100 2 .751 Machine Gun Front 0 1 .25CASE Equipment: Body 0 .00TOTALS: 0 7 15.00Items & Tons Left: 1 .00

Calculated Factors:Total Cost: 579,844 C-BillsBattle Value: 493

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Type/Model: Mosquito Hover TankMass: 25 tonsEquipment: Items MassInternal Structure: 15 pts Standard 0 2.50Engine: 120 I.C.E. 0 8.00 Cruise MP: 10 Flank MP: 15 Heat Sinks: 0 Single 0 .00Cockpit & Controls: 0 1.50Crew: 2 Members 0 .00Lift Equipment: 0 2.50Turret Equipment (Locked):

0 .50

Armor Factor: 56 pts Standard 0 3.50

Internal Armor Structure Value Front: 3 20 Left / Right Sides: 3 10/10 Rear: 3 6 Turret: 3 10

ScoutWeapons & Equipment: Loc Heat Ammo Items Mass1 TAG Turret 0 1 1.00

1 Narc Missile Beacon Turret 0 6 2 3.001 ECM Suite Body 0 1 1.001 Active Probe Body 0 1 1.00CASE Equipment: Body 0 .00Sensors Body 0 1 .50TOTALS: 0 6 25.00Items & Tons Left: 4 .00

Calculated Factors:Total Cost: 1,469,063 C-BillsBattle Value: 201

LaserWeapons & Equipment: Loc Heat Ammo Items Mass1 Medium Pulse Laser Turret 4 1 2.00CASE Equipment: Body 0 .00TOTALS: 4 1 24.70Items & Tons Left: 9 .30

Calculated Factors:Total Cost: 561,563 C-BillsBattle Value: 309

LRMWeapons & Equipment: Loc Heat Ammo Items Mass1 LRM 10 Turret 0 12 2 3.50

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1 LRM 5 Turret 0 24 2 2.001 LRM 5 Turret 0 1 1.00CASE Equipment: Body 0 .00TOTALS: 0 5 25.00Items & Tons Left: 5 .00

Calculated Factors:Total Cost: 839,063 C-BillsBattle Value: 605

SRMWeapons & Equipment: Loc Heat Ammo Items Mass1 SRM 6 Turret 0 15 2 2.501 SRM 6 Turret 0 15 1 2.501 SRM 6 Turret 0 1 1.50CASE Equipment: Body 0 .00TOTALS: 0 4 25.00Items & Tons Left: 6 .00

Calculated Factors:Total Cost: 977,813 C-BillsBattle Value: 493

SupportWeapons & Equipment: Loc Heat Ammo Items Mass1 Active Probe Turret 0 1 1.00

1 Flamer (Vehicle) Front 0 20 2 1.501 Flamer (Vehicle) Front 0 1 .501 SRM 6 Turret 0 15 2 2.501 Machine Gun Turret 0 100 2 .751 Machine Gun Turret 0 1 .25CASE Equipment: Body 0 .00TOTALS: 0 9 25.00Items & Tons Left: 1 .00Calculated Factors:Total Cost: 1,051,875 C-BillsBattle Value: 282

Rocket LauncherWeapons & Equipment: Loc Heat Ammo Items Mass1 Rocket Launcher 15* Turret 0 1 1.001 Rocket Launcher 15* Turret 0 1 1.001 Rocket Launcher 15* Turret 0 1 1.001 Rocket Launcher 15* Turret 0 1 1.001 Rocket Launcher 15* Turret 0 1 1.001 SRM 2 Front 0 50 2 1.50CASE Equipment: Body 0 .00TOTALS: 0 7 25.00Items & Tons Left: 3 .00Calculated Factors:Total Cost: 777,188 C-BillsBattle Value: 373

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Type/Model: Carrion Strike TankMass: 35 tonsEquipment: Items MassInternal Structure: 20 pts Standard 0 3.50Engine: 225 I.C.E. 0 20.00 Cruise MP: 7 Flank MP: 11 Heat Sinks: 0 Single 0 .00Cockpit & Controls: 0 2.00Crew: 2 Members 0 .00Turret Equipment (Locked):

0 .50

Armor Factor: 64 pts Standard 0 4.00

Internal Armor Structure Value Front: 4 20 Left / Right Sides: 4 15/15 Rear: 4 10 Turret: 4 4

TransportWeapons & Equipment: Loc Heat Ammo Items Mass1 Flamer (Vehicle) Turret 0 20 2 1.501 SRM 2 Turret 0 50 2 1.50

1 SRM 2 Turret 0 1 .501 Flamer (Vehicle) Rear 0 1 .50CASE Equipment: Body 0 .00Infantry Bay Body 0 1 1.00TOTALS: 0 7 35.00Items & Tons Left: 5 .00

Calculated Factors:Total Cost: 501,945 C-BillsBattle Value: 171

Missile Weapons & Equipment: Loc Heat Ammo Items Mass1 LRM 10 Turret 0 12 2 3.501 SRM 2 Turret 0 50 2 1.50CASE Equipment: Body 0 .00TOTALS: 0 4 35.00Items & Tons Left: 8 .00

Calculated Factors:Total Cost: 654,695 C-BillsBattle Value: 331

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Recon Weapons & Equipment: Loc Heat Ammo Items Mass1 ECM Suite Body 0 1 1.001 Active Probe Body 0 1 1.001 TAG Turret 0 1 1.001 LRM 5 Turret 0 24 2 2.00CASE Equipment: Body 0 .00TOTALS: 0 5 35.00Items & Tons Left: 7 .00

Calculated Factors:Total Cost: 1,158,477 C-BillsBattle Value: 263

Rocket LauncherWeapons & Equipment: Loc Heat Ammo Items Mass1 Rocket Launcher 10* Turret 0 1 .501 Rocket Launcher 10* Turret 0 1 .501 Rocket Launcher 10* Turret 0 1 .501 Rocket Launcher 10* Turret 0 1 .501 Rocket Launcher 10* Turret 0 1 .501 Rocket Launcher 10* Turret 0 1 .501 Rocket Launcher 10* Turret 0 1 .501 Rocket Launcher 10* Turret 0 1 .501 Machine Gun Front 0 100 2 .75

1 Machine Gun Front 0 1 .25CASE Equipment: Body 0 .00TOTALS: 0 11 35.00Items & Tons Left: 1 .00

Calculated Factors:Total Cost: 601,086 C-BillsBattle Value: 344

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Type/Model: Darkling MBTMass: 45 tonsEquipment: Items MassInternal Structure: 25 pts Standard 0 4.50Engine: 225 I.C.E. 0 20.00 Cruise MP: 5 Flank MP: 8 Heat Sinks: 0 Single 0 .00Cockpit & Controls: 0 2.50Crew: 2 Members 0 .00Turret Equipment (Locked):

0 1.00

Armor Factor: 96 pts Standard 0 6.00

Internal Armor Structure Value Front: 5 25 Left / Right Sides: 5 20/20 Rear: 5 15 Turret: 5 16

UAC5Weapons & Equipment: Loc Heat Ammo Items Mass1 Ultra AC/5 Turret 0 20 2 8.001 LRM 5 Turret 0 24 2 2.00

1 LRM 5 Turret 0 1 1.00CASE Equipment: Body 0 .00TOTALS: 0 5 45.00Items & Tons Left: 9 .00

Calculated Factors:Total Cost: 1,183,109 C-BillsBattle Value: 462

LB5X

Weapons & Equipment: Loc Heat Ammo Items Mass1 LB 5-X AC Turret 0 20 2 8.001 SRM 4 Turret 0 25 2 2.001 SRM 4 Turret 0 1 1.00CASE Equipment: Body 0 .00TOTALS: 0 5 45.00Items & Tons Left: 9 .00

Calculated Factors:Total Cost: 1,377,047 C-BillsBattle Value: 370

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Laser Weapons & Equipment: Loc Heat Ammo Items Mass1 Medium Pulse Laser Turret 4 1 2.001 Streak SRM 6 Turret 0 15 2 4.001 Machine Gun Front 0 100 2 .75CASE Equipment: Body 0 .00TOTALS: 4 5 44.95Items & Tons Left: 9 .05

Calculated Factors:Total Cost: 1,097,016 C-BillsBattle Value: 456

Rocket Launcher Weapons & Equipment: Loc Heat Ammo Items Mass1 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 SRM 4 Front 0 25 2 2.00CASE Equipment: Body 0 .00TOTALS: 0 8 45.00Items & Tons Left: 6 .00

Calculated Factors:Total Cost: 1,288,234 C-BillsBattle Value: 370

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Type/Model: Siafu Assault HovercraftMass: 50 tonsEquipment: Items MassInternal Structure: 25 pts Standard 0 5.00Engine: 165 I.C.E. 0 12.00 Cruise MP: 8 Flank MP: 12 Heat Sinks: 0 Single 0 .00Cockpit & Controls: 0 2.50Crew: 4 Members 0 .00Lift Equipment: 0 5.00Turret Equipment (Locked):

0 1.50

Armor Factor: 104 pts Standard 0 6.50

Internal Armor Structure Value Front: 5 30 Left / Right Sides: 5 20/20 Rear: 5 14 Turret: 5 20

ArtilleryWeapons & Equipment: Loc Heat Ammo Items Mass1 Arrow IV System Turret 0 15 2 15.00

1 ECM Suite Body 0 1 1.001 SRM 2 Front 0 50 2 1.50CASE Equipment: Body 0 .00TOTALS: 0 5 50.00Items & Tons Left: 10 .00

Calculated Factors:Total Cost: 2,880,000 C-BillsBattle Value: 580

LB5XWeapons & Equipment: Loc Heat Ammo Items Mass1 LB 5-X AC Turret 0 20 2 8.001 LB 5-X AC Turret 0 20 1 8.001 SRM 2 Front 0 50 2 1.50CASE Equipment: Body 0 .00TOTALS: 0 5 50.00Items & Tons Left: 10 .00

Calculated Factors:Total Cost: 2,475,000 C-BillsBattle Value: 540

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LRMWeapons & Equipment: Loc Heat Ammo Items Mass1 LRM 20 Turret 0 12 2 7.001 ECM Suite Body 0 1 1.001 SRM 2 Front 0 50 2 1.501 LRM 20 Turret 0 12 1 7.001 Machine Gun Front 0 100 2 .751 Machine Gun Front 0 1 .25CASE Equipment: Body 0 .00TOTALS: 0 9 50.00Items & Tons Left: 6 .00

Calculated Factors:Total Cost: 3,256,250 C-BillsBattle Value: 1,250

UACWeapons & Equipment: Loc Heat Ammo Items Mass1 ECM Suite Body 0 1 1.001 Ultra AC/20 Turret 0 15 2 15.001 Machine Gun Front 0 100 2 .751 Machine Gun Front 0 1 .251 Machine Gun Turret 0 1 .251 Machine Gun Turret 0 1 .25CASE Equipment: Body 0 .00

TOTALS: 0 8 50.00Items & Tons Left: 7 .00

Calculated Factors:Total Cost: 2,988,750 C-BillsBattle Value: 1,023

UAC5Weapons & Equipment: Loc Heat Ammo Items Mass1 Ultra AC/5 Turret 0 20 2 8.001 Ultra AC/5 Turret 0 20 1 8.001 SRM 2 Front 0 50 2 1.50CASE Equipment: Body 0 .00TOTALS: 0 5 50.00Items & Tons Left: 10 .00

Calculated Factors:Total Cost: 2,225,000 C-BillsBattle Value: 665

Rocket LauncherWeapons & Equipment: Loc Heat Ammo Items Mass1 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.50

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1 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 Rocket Launcher 20* Turret 0 1 1.501 SRM 6 Front 0 15 2 2.50CASE Equipment: Body 0 .00TOTALS: 0 12 50.00Items & Tons Left: 3 .00

Calculated Factors:Total Cost: 2,480,000 C-BillsBattle Value: 676

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Class/Model/Name: Scarab Strike FighterMass: 20 tonsEquipment: MassPower Plant: 140 Turbine 10.00Structural Integrity: 7 .00VSTOL Equipment: Equipped 1.00Safe Thrust: 7 Maximum Thrust: 11 Heat Sinks: None .00Fuel: 2.00Cockpit & Avionics: 2.00Armor Factor: 16 Standard 1.00

Armor Value

(Standard

Scale)

Nose: 7 Left / Right Wings: 3 / 3 Aft: 3

ReconWeapons & Equipment:

Loc SRV MRV LRV ERV Heat Mass

1 ECM Suite Nose -- -- -- -- 0 1.001 Active Probe Nose -- -- -- -- 0 1.00

1 TAG Nose -- -- -- -- 0 1.001 Machine Gun LW 2 -- -- -- 0 0.251 Machine Gun RW 2 -- -- -- 0 0.25 Ammo (MG) 100

--- 0.50

C.A.S.E. System Body .00TOTALS: 0 20.00Tons Left: .00

Calculated Factors:Total Cost: 697,693 C-BillsBattle Value: 202

LRM Weapons & Equipment:

Loc SRV MRV LRV ERV Heat Mass

1 LRM 5 Nose 3 3 3 -- 0 1.001 LRM 5 LW 3 3 3 -- 0 1.001 LRM 5 RW 3 3 3 -- 0 1.00 Ammo (LRM 5) 24

--- 1.00

C.A.S.E. System Body .00TOTALS: 0 20.00Tons Left: .00

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Calculated Factors:Total Cost: 355,593 C-BillsBattle Value: 382

SRM

Weapons & Equipment:

Loc SRV MRV LRV ERV Heat Mass

1 SRM 6 LW 8 -- -- -- 0 1.501 SRM 6 RW 8 -- -- -- 0 1.50 Ammo (SRM 6) 15

--- 1.00

C.A.S.E. System Body .00TOTALS: 0 20.00Tons Left: .00

Calculated Factors:Total Cost: 425,993 C-BillsBattle Value: 299

Rocket LauncherWeapons & Equipment:

Loc SRV MRV LRV ERV Heat Mass

1 Machine Gun Nose 2 -- -- -- 0 0.251 Machine Gun Nose 2 -- -- -- 0 0.25 Ammo (MG) --- 0.50

1001 Rocket Launcher 10*

LW 10 10 -- -- 0 0.50

1 Rocket Launcher 10*

RW 10 10 -- -- 0 0.50

1 Rocket Launcher 10*

LW 10 10 -- -- 0 0.50

1 Rocket Launcher 10*

RW 10 10 -- -- 0 0.50

1 Rocket Launcher 10*

LW 10 10 -- -- 0 0.50

1 Rocket Launcher 10*

RW 10 10 -- -- 0 0.50

C.A.S.E. System Body .00TOTALS: 0 20.00Tons Left: .00

Calculated Factors:Total Cost: 301,143 C-BillsBattle Value: 294

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Class/Model/Name: Praying Mantis BomberMass: 45 tonsEquipment: MassPower Plant: 225 Turbine 20.00Structural Integrity: 5 .00VSTOL Equipment: Equipped 2.50Safe Thrust: 5 Maximum Thrust: 8 Heat Sinks: None .00Fuel: 2.00Cockpit & Avionics: 4.50Armor Factor: 45 Standard 3.00

Armor Value

(Standard

Scale)

Nose: 20 Left / Right Wings: 10 / 10 Aft: 5

UACWeapons & Equipment:

Loc SRV MRV LRV ERV Heat Mass

1 Ultra AC/20 Nose 30 30 -- -- 0 12.00

Ammo (Ult AC/20) 5

--- 1.00

C.A.S.E. System Body .00TOTALS: 0 45.00Tons Left: .00

Calculated Factors:Total Cost: 1,010,748 C-BillsBattle Value: 685

GaussWeapons & Equipment:

Loc SRV MRV LRV ERV Heat Mass

1 Gauss Rifle Nose 15 15 15 -- 0 12.00 Ammo (Gauss) 8 --- 1.00C.A.S.E. System Body .00TOTALS: 0 45.00Tons Left: .00

Calculated Factors:Total Cost: 790,248 C-BillsBattle Value: 660

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Rocket LauncherWeapons & Equipment:

Loc SRV MRV LRV ERV Heat Mass

1 Machine Gun Nose 2 -- -- -- 0 0.25 Ammo (MG) 100

--- 0.50

1 Machine Gun Nose 2 -- -- -- 0 0.251 Rocket Launcher 20*

LW 20 20 -- -- 0 1.50

1 Rocket Launcher 20*

RW 20 20 -- -- 0 1.50

1 Rocket Launcher 20*

LW 20 20 -- -- 0 1.50

1 Rocket Launcher 20*

RW 20 20 -- -- 0 1.50

1 Rocket Launcher 20*

LW 20 20 -- -- 0 1.50

1 Rocket Launcher 20*

RW 20 20 -- -- 0 1.50

1 Rocket Launcher 20*

LW 20 20 -- -- 0 1.50

1 Rocket Launcher 20*

RW 20 20 -- -- 0 1.50

C.A.S.E. System Body .00TOTALS: 0 45.00Tons Left: .00

Calculated Factors:Total Cost: 852,110 C-BillsBattle Value: 459

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Configuration: Cicada Exo Suit (Base)Equipment: Slots Mass, kg

Chassis Type:PA(L) Class Humanoid with HarJel

0 130

Motive System: Ground Movement (3 MP) 0 50Armor Type: 2 Points Standard 0 50Manipulators: Left Arm: Armored Glove 0 0 Right Arm: Armored Glove 0 0

Fixed Weapons & Equipment:

Loc Shots SlotsMass,

kgModular Weapon Mount RA 1 10 Detachable Missile Pack Body 0 10 SRM 2 (OS) Body 2 40 Anti-Personnel Weapon Mount LA 1 5 TOTALS: 4 295 Slots & Mass Available for Configurations:

2 105

Configuration: MGConfig Weapons and Equipment:

Loc Shots SlotsMass,

kg

Machine GunRA/MWM

50 1 100

Sub-Machine GunLA/APWM

50 0 0

TOTALS: 5 395 Slots & Mass Left: 1 5 Calculated Factors:

Total Cost:360,085 C-Bills, Including Trooper Training Costs of 200,000 C-bills

Battle Value: 17 (85 for 5)Mechanized: Can travel on OmniMechs and OmniVehiclesAttacks: Can perform Swarm and Leg attacks

Configuration: GrenadeConfig Weapons and Equipment:

Loc Shots SlotsMass,

kg

Grenade LauncherRA/MWM

20 1 100

Sub-Machine GunLA/APWM

50 0 0

TOTALS: 5 395 Slots & Mass Left: 1 5 Calculated Factors:

Total Cost:357,485 C-Bills, Including Trooper Training Costs of 200,000 C-bills

Battle Value: 12 (60 for 5)

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Mechanized: Can travel on OmniMechs and OmniVehiclesAttacks: Can perform Swarm and Leg attacks

CBT:RPG Data:Armor Value (M/B/E/X): 5/5/6/5, Coverage: Full

IR: 0, ECM: 0, Camo: 0 Melee AP: 0, Target Size Modifier: 0

Movement Modifiers: Walking: +3, Running: +6, Sprinting: +9

Attribute Modifiers: STR: +1, DEX: 0, RFL: 0

Equipment Rating: F/D/E

Type/Model: Cicada Exo Suit VTOLEquipment: Slots Mass, kg

Chassis Type:PA(L) Class Humanoid with HarJel

0 130

Motive System: Ground Movement (1 MP) 0 0 VTOL Equipment (7 MP) 0 210Armor Type: 1 Points Standard 0 25Manipulators: Left Arm: Armored Glove 0 0 Right Arm: Armored Glove 0 0

Weapons and Equipment: Loc Shots SlotsMass,

kgDetachable Missile Pack Body 0 10

SRM 1 (OS) Body 2 20 Anti-Personnel Weapon Mount RA 1 5 (Anti-Personnel Weapon Space)

RA 0 0

TOTALS: 3 400 Slots & Mass Left: 3 0

Calculated Factors:

Total Cost:669,500 C-Bills, Including Trooper Training Costs of 200,000 C-bills

Battle Value: 7 (35 for 5)Mechanized: Can travel on OmniMechs and OmniVehiclesAttacks: Can perform Swarm and Leg attacks

CBT:RPG Data:Armor Value (M/B/E/X): 4/4/5/4, Coverage: Full

IR: 0, ECM: 0, Camo: 0 Melee AP: 0, Target Size Modifier: -1

Movement Modifiers: Walking: -1, Running: -2, Sprinting: -3

VTOL: 350 m/turn

Attribute Modifiers: STR: +1, DEX: 0, RFL: 0

Equipment Rating: F/D/E

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Type/Model: Cicada Exo Suit Zero-GEquipment: Slots Mass, kg

Chassis Type:PA(L) Class Humanoid with HarJel

0 130

Motive System: Ground Movement (3 MP) 0 50 Jump Jets (3 MP) 0 75Armor Type: 1 Points Standard 0 25Manipulators: Left Arm: Armored Glove 0 0 Right Arm: Armored Glove 0 0

Weapons and Equipment: Loc Shots SlotsMass,

kgSpace Ops Adaptation Body 1 100 Cutting Torch RA 1 5 Anti-Personnel Weapon Mount RA 1 5 (Anti-Personnel Weapon Space)

RA 0 0

Anti-Personnel Weapon Mount LA 1 5 (Anti-Personnel Weapon Space)

LA 0 0

Mission Equipment (0kg Capy) LA 1 0 Anti-Personnel Weapon Mount Body 1 5 Sonic Stunner Body 0 0 TOTALS: 6 400

Slots & Mass Left: 0 0

Calculated Factors:

Total Cost:544,200 C-Bills, Including Trooper Training Costs of 200,000 C-bills

Battle Value: 4 (20 for 5)Mechanized: Can travel on OmniMechs and OmniVehiclesAttacks: Can perform Swarm and Leg attacks

CBT:RPG Data:Armor Value (M/B/E/X): 4/4/5/4, Coverage: Full

IR: 0, ECM: 0, Camo: 0 Melee AP: 0, Target Size Modifier: -1

Movement Modifiers: Walking: +3, Running: +6, Sprinting: +9

Jump: 90 m/turn

Attribute Modifiers: STR: +1, DEX: 0, RFL: 0

Equipment Rating: F/D/E

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Walking Dead Infantry Configurations

Name: Wraith Type: Motor

Armor: Sneak Suit (3 System)Primary Weapons: 15 Gauss SMG

Secondary Weapons: 10 Rocket Launcher (LAW)Number of Troops: 25

Damage: 9 (.36 per trooper)Base Range: 2

Movement: 2 Motorized

Name: Scythe Type: Jump

Armor: Sneak Suit (3 System)Primary Weapons: 12 Gauss SMG

Secondary Weapons: 8 Rocket Launcher (LAW)Number of Troops: 20

Damage: 7 (.35 per trooper)Base Range: 2

Movement: 2 Jump

Name: Stalker Type: Foot/Motor

Armor: Sneak Suit (3 System)Primary Weapons: 15 Gauss SMG

Secondary Weapons: 10 Sniper RiflesNumber of Troops: 25

Damage: 9 (.36 per trooper)Base Range: 2

Movement: 1 Foot/3 Motorized

Name: Banshee Type: Foot/Motor

Armor: Sneak Suit (3 System)Primary Weapons: 20 Gauss SMG

Secondary Weapons: 5 FlamerNumber of Troops: 25

Damage: 11 (.44 per trooper)Base Range: 1Movement: 1 Foot/3 Motorized

Name: Shrieker Type: Jump

Armor: Sneak Suit (3 System)Primary Weapons: 16 Gauss SMG

Secondary Weapons: 4 Flamer (Man-Portable)Number of Troops: 20

Damage: 9 (.45 per trooper)Base Range: 1Movement: 3 Jump

Name: Death Blade Type: Microlite VTOL

Armor: Sneak Suit (3 System)or Marine Environment Suit

Primary Weapons: 4 Gauss SMGSecondary Weapons: 4 VibroswordNumber of Troops: 8

Damage: 3 (.375 per trooper)Base Range: 0Movement: 6 VTOL

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Name: Death Stalker Type: Microlite VTOL

Armor: Sneak Suit (3 System)Primary Weapons: 4 Gauss SMG

Secondary Weapons: 4 Sniper RifleNumber of Troops: 8

Damage: 3 (.375 per trooper)Base Range: 2

Movement: 6 VTOL

Name: Death Banshee Type: Micro-Copter VTOL

Armor: Sneak Suit (3 System)Primary Weapons: 12 Gauss SMG

Secondary Weapons: 4 Flamer (Man-Portable)Number of Troops: 16

Damage: 7 (.4375 per trooper)Base Range: 1

Movement: 4 VTOL

Name: Death Scythe Type: Micro-Copter VTOL

Armor: Sneak Suit (3 System)Primary Weapons: 12 Gauss SMG

Secondary Weapons: 4 Rocket Launcher (LAW)Number of Troops: 16

Damage: 6 (.375 per trooper)Base Range: 1

Movement: 4 VTOL

Underground Special Formations

Name: Paramedic Team Type: Foot/Motor/Jump

Armor: None or Marine Environment Suit

Primary Weapons: 12 Auto RiflesSecondary Weapons: 8 ParamedicsNumber of Troops: 20

Damage: 6 (.3 per trooper)Base Range: 1Movement: 1 Foot/3 Motorized/3 Jump

Name: Salvage Team Type:Foot/Motor/Jump

Armor: None or Marine Environment Suit

Primary Weapons: 10 Auto RiflesSecondary Weapons: NoneNumber of Troops: 10 Combat Engineers

Damage: 5 (.5 per trooper)Base Range: 1Movement: 1 Foot/3 Motorized/3 Jump

Burrock LAW Infantry

Foot: 25 Infantry, 20 Auto Rifles + 5 LAW's, .48 per trooper, base range 1, movement 1

Motor: 25 Infantry, 15 Auto Rifles + 10 LAW's, .42 per trooper, base range 2, movement 2

Jump: 20 Infantry, 15 Auto Rifles + 5 LAW's, .45 per trooper, base range 1, movement 3

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Nightcrawler Series 1

Weight: 6 TonsMovement: 6/9/6

Armor:

H: 2T: 10RA: 3LA: 3L: 5

Weapons (Hunter): Weapons (Defiler)1 Small Laser (RA) 1 ER Medium Laser (T)1 SRM-2 (T) + 5 Ammo Cost: 784,2151 SRM-1 (T) + 5 Ammo BV: 283Cost: 865,200 H: 2, T: 8, A: 1, L: 5BV: 200

Weapons (Seeker):1 Machine Gun (RA) + 20 Ammo1 LRM-3 (T) + 8 Ammo1 LRM-2 (T) + 5 AmmoCost: 732,434BV: 239

Weapons (Destroyer):1 ER Small Laser (RA)1 Machine Gun (T) + 15 Ammo1 Machine Gun (T) + 15 AmmoCost: 735,899BV: 192

Weapons (Warrior): *Drops 1 point of armor in each arm1 Micro Pulse Laser (RA)2 Rocket Launcher 10 (T)Cost: 772,979BV: 198

Nightcrawler Series 2

Weight: 6 TonsMovement: 7/11/5

Armor:

H: 2T: 10RA: 2LA: 2L: 5

Weapons (Protector):1 Machine Gun (RA) + 20 Ammo1 ECM Suite (T)Cost: 934,205BV: 217

Weapons (Sentry):1 Machine Gun (RA) + 20 Ammo1 Active Probe (T)Cost: 934,205BV: 144

Weapons (Scout):1 Machine Gun (RA) + 20 Ammo1 TAG (T)Cost: 775,205BV: 126

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Betrayed BattleMech Configurations

Locust LCT-1Vrl Chassis: Unknown Standard

Power Plant: Unknown 160 Fusion XL Engine

Cruising Speed: 86.4 km/h

Maximum Speed: 129.6 km/h

Jump Jets: None

Jump Capacity: 0 meters

Armor: Unknown Standard Armor

Armament:

1 (IS) Medium Laser

2 Rocket Launcher 20

2 Rocket Launcher 15

Manufacturer: Unknown

Primary Factory: Unknown

Communications System: Unknown

Targeting and Tracking System: Unknown

Technology Base:

Mixed 20.00 tons

Chassis Config: Biped Cost:2,519,200 C-

Bills

BV2: 575Tech Rating/Era

Availability:E/X-F-X

Equipment Mass

Internal Structure: Standard 2.00

Engine: 160 XL Engine 3.00

Walking MP: 8

Running MP: 12

Jumping MP: 0

Heat Sinks:10 (20) - Double Heat Sink (6 in engine)

0.00

Heat Sink Locations: 2 LT, 2 RT

Gyro: Standard 2.00

Cockpit: Standard 3.00

Actuators: L: SH+UA R: SH+UA

Armor: 64 points - Standard Armor 4.00

Internal Armor

Structure Factor

Head: 3 8

Center Torso: 6 10

Center Torso (rear): 2

R/L Torso: 5 8

R/L Torso (rear): 2

R/L Arm: 3 5

R/L Leg: 4 7

Weapons and Ammo Location Heat Criticals Tonnage(IS) Medium Laser CT 3 1 1.00Rocket Launcher 20 RA 5 3 1.50Rocket Launcher 20 LA 5 3 1.50Rocket Launcher 15 RL 4 2 1.00Rocket Launcher 15 LL 4 2 1.00

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Ostroc OSR-2Crl Chassis: Ost-II Standard

Power Plant: Vlar 300 Fusion Engine

Cruising Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: None

Jump Capacity: 0 meters

Armor: Riese 475 Standard Armor

Armament:

2 (IS) ER Large Lasers

3 (IS) Medium Lasers

2 Rocket Launcher 20

2 Rocket Launcher 15

Manufacturer: Ostmann Industries

Primary Factory: Terra (destroyed 2777)

Communications System: Ostmann-L

Targeting and Tracking System: Ferdinand-a

Technology Base: Mixed 60.00 tons

Chassis Config: Biped Cost: 5,624,960 C-Bills

BV2: 1,435 Tech Rating/Era Availability: E/X-F-X

Equipment Mass

Internal Structure: Standard 6.00

Engine: 300 Fusion Engine 19.00

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks:12 (24) - Double Heat Sink (12 in engine)

2.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Armor: 144 points - Standard Armor 9.00

Internal Armor

Structure Factor

Head: 3 9

Center Torso: 20 22

Center Torso (rear): 5

R/L Torso: 14 22

R/L Torso (rear): 5

R/L Arm: 10 10

R/L Leg: 14 17

Weapons and Ammo Location Heat Criticals Tonnage(R) (IS) Medium Laser CT 3 1 1.00Rocket Launcher 20 RT 5 3 1.50(IS) ER Large Laser RT 12 2 5.00(IS) Medium Laser RT 3 1 1.00Rocket Launcher 20 LT 5 3 1.50(IS) ER Large Laser LT 12 2 5.00(IS) Medium Laser LT 3 1 1.00Rocket Launcher 15 RL 4 2 1.00Rocket Launcher 15 LL 4 2 1.00

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Ostsol OTL-4Drl Chassis: Ost-II StandardPower Plant: Vlar 300 Fusion EngineCruising Speed: 54.0 km/hMaximum Speed: 86.4 km/hJump Jets: None Jump Capacity: 0 metersArmor: Riese 475 Standard ArmorArmament: 2 (IS) PPCs 2 Rocket Launcher 20 2 Rocket Launcher 15Manufacturer: Ostmann Industries Primary Factory: Terra (destroyed 2777)Communications System: Ostmann-LTargeting and Tracking System: Ferdinand-a

Technology Base:

Mixed 60.00 tons

Chassis Config: Biped Cost:5,423,360 C-

Bills

BV2: 1,393 Tech Rating/Era Availability: E/X-E-X

Equipment Mass

Internal Structure: Standard 6.00

Engine: 300 Fusion Engine 19.00

Walking MP: 5

Running MP: 8

Jumping MP: 0

Heat Sinks:11 (22) - Double Heat Sink (11 in engine)

1.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Armor: 144 points - Standard Armor 9.00

Internal Armor

Structure Factor

Head: 3 9

Center Torso: 20 22

Center Torso (rear): 5

R/L Torso: 14 22

R/L Torso (rear): 5

R/L Arm: 10 10

R/L Leg: 14 17

Weapons and Ammo Location Heat Criticals TonnageRocket Launcher 20 PP RT 5 3 1.50(IS) PPC RT 10 3 7.00Rocket Launcher 20 PP LT 5 3 1.50(IS) PPC LT 10 3 7.00Rocket Launcher 15 PP RL 4 2 1.00Rocket Launcher 15 PP LL 4 2 1.00

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Warhammer WHM-6Rrl Chassis: StarCorps 100 Standard

Power Plant: VOX 280 Fusion Engine

Cruising Speed: 43.2 km/h

Maximum Speed: 64.8 km/h

Jump Jets: None

Jump Capacity: 0 meters

Armor: Leviathon Plus Ferro-Fibrous

Armament:

2 (IS) PPCs

1 (IS) SRM-6

2 (IS) Medium Lasers

4 Rocket Launcher 20

2 Rocket Launcher 15

2 (IS) Small Lasers

2 (IS) Machine Guns

Manufacturer:StarCorps Industries, Olivetti Weaponry, Vandenberg Mechanized Industries, Taurus Territorial Industries

Primary Factory:Emris IV (StarCorps), Sudeten (Olivetti), Pinard (VMI), Taurus (TTI)

Communications System:

O/P 3000 COMSET

Targeting and Tracking System:

O/P 1500 ARB

Technology Base: Mixed 70.00 tons

Chassis Config: Biped Cost: 6,693,183 C-Bills

BV2: 1,462 Tech Rating/Era Availability: E/X-F-X

Equipment MassInternal Structure:

Standard 7.00

Engine: 280 Fusion Engine 16.00Walking MP: 4Running MP: 6Jumping MP: 0

Heat Sinks:10 (20) - Double Heat Sink (10 in engine)

0.00

Gyro: Standard 3.00Cockpit: Standard 3.00Actuators: L: SH+UA+LA R: SH+UA+LAArmor: 188 points - Ferro-Fibrous 10.50Armor Locations: 3 LT, 1 RT, 5 LA, 5 RA

Internal ArmorStructure Factor

Head: 3 9Center Torso: 22 30

Center Torso (rear): 9R/L Torso: 15 21

R/L Torso (rear): 7R/L Arm: 11 22R/L Leg: 15 20

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Weapons and Ammo Location Heat Criticals Tonnage(IS) Medium Laser RT 3 1 1.00(IS) Small Laser RT 1 1 0.50(IS) Machine Gun RT 0 1 0.50(IS) SRM-6 RT 4 2 3.002 Rocket Launcher 20 RT 10 6 3.00(IS) Medium Laser LT 3 1 1.00(IS) Small Laser LT 1 1 0.50(IS) Machine Gun LT 0 1 0.502 Rocket Launcher 20 LT 10 6 3.00(IS) PPC RA 10 3 7.00(IS) PPC LA 10 3 7.00Rocket Launcher 15 RL 4 2 1.00Rocket Launcher 15 LL 4 2 1.00@MG (1/2) (100) CT -- 1 0.50@SRM-6 (15) CT -- 1 1.00

Betrayed Vehicle Configurations

Pentagon Power Refits – See Operation: Klondike (p157-158) for more details, use ONLY the list below:

Flatbed Truck (LRM & RL)Rotunda (LRM, RL & SRM)Gallion (RL)Kanga (AC)Thor (AC)Marksman (AC)

Custom APC Configurations

Heavy APC (Wheeled, Hover and Tracked)Base: SRM Variant

1 IS Machine Gun + 100 Ammo2 Rocket Launcher 15's1 (3 ton) Infantry Transport Bay

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Random Assignment TablesThe Vengeful

2d6 *ProtoMechs (NEW) 2d6 Battle Armor2 Nightcrawler Warrior 2 Cicada Zero G3 Nightcrawler Scout 3 Cicada VTOL4 Nightcrawler Sentry 4 Cicada VTOL5 Nightcrawler Destroyer 5 Cicada MG6 Nightcrawler Seeker 6 Cicada MG7 Nightcrawler Hunter 7 Cicada MG8 Nightcrawler Hunter 8 Cicada Grenade9 Nightcrawler Seeker 9 Cicada Grenade10 Nightcrawler Defiler 10 Cicada VTOL11 Nightcrawler Protector 11 Cicada VTOL12 Nightcrawler Warrior 12 Cicada Zero G

|2d6 -------- 2-6 -- 7-9 ----------------------- 10 -12

| |2d6 Light/Medium 2d6 Heavy/Assault2 Dark Wraith C 2 Deathshrieker Prime3 Dark Wraith Prime 3 Dark Assassin B4 Dark Wraith Prime 4 Dark Assassin Prime5 Gunner C 5 Dark Avenger D6 Runner C 6 Dark Avenger C7 Runner Prime 7 Dark Avenger Prime8 Runner D 8 Dark Avenger A9 Gunner Prime 9 Dark Avenger B10 Gunner B 10 Dark Assassin A11 Dark Wraith A 11 Dark Assassin B12 Dark Wraith B 12 Deathshrieker A

2d6 OmniVehicles 2d6 C. OmniFighters2 Darkling UAC5 2 Praying Mantis Gauss3 Carrion Recon 3 Praying Mantis Gauss4 Carrion RL 4 Praying Mantis AC5 Siafu LB5X 5 Scarab Recon6 Siafu RL 6 Scarab RL7 Mosquito RL 7 Scarab SRM8 Mosquito SRM 8 Scarab SRM9 Spreadwing RL 9 Scarab LRM10 Spreadwing Scout 10 Praying Mantis AC11 Darkling RL 11 Praying Mantis RL12 Darkling LB5X 12 Praying Mantis RL

Random Assignment TablesThe Betrayed

2d6 Infantry 2d6 Light 2d6 Medium2 Mechanized 2 OST-7J Ostscout 2 SCP-1N Scorpion3 Mechanized 3 HER-1S Hermes 3 WVE-5N Wyvern4 Motorized 4 MCY-99 Mercury 4 KTO-19 Kintaro5 Motorized 5 HSR-200-D Hussar 5 WVR-6R Wolverine6 Foot 6 LCT-1V Locust 6 SHD-2H Shadow Hawk7 Foot 7 LCT-1V Locust 7 PHX-1 Phoenix Hawk8 Foot 8 WSP-1W Wasp 8 PHX-1 Phoenix Hawk9 Jump 9 STG-3G Stinger 9 GRF-1 Griffin10 Jump 10 MCY-99 Mercury 10 CRB-27 Crab11 Jump 11 HER-1S Hermes 11 STN-3L Sentinel12 Mechanized 12 OST-7J Ostscout 12 SCP-1N Scorpion

2d6 -------- 2-8 ----------------------- 9 -12 | |

2d6 Heavy 2d6 Heavy2 MAD-3R Marauder 2 BL-6-KNT Black Knight3 ARC-2R Archer 3 BMB-12D Bombardier4 ARC-2R Archer 4 HP-1N Champion5 WHM-6R Warhammer 5 CHP-1N Champion6 WHM-6R Warhammer 6 LNC25-01 Lancelot7 OSR-2C Ostroc 7 LNC25-01 Lancelot8 OTL-4D Ostsol 8 FLS-8K Flashman9 RFL-1N Rifleman 9 GLT-3N Guillotine10 MAD-3R Marauder 10 GLT-3N Guillotine11 TDR-5S Thunderbolt 11 BMB-12D Bombardier12 TDR-5S Thunderbolt 12 EXT-4D Exterminator

2d6 Assault 2d6 Vehicles 2d6 Fighters2 KCG-000 King Crab 2 Rhino 2 Hammerhead3 THG-11 Thug 3 Zephyr 3 Ironsides4 THG-11 Thug 4 Ripper 4 Swift5 CRK-5003-1 Crockett 5 Lightning 5 Trident6 BLR-1G BattleMaster 6 Gabriel 6 Tomahawk7 BLR-1G BattleMaster 7 Kanga 7 Zero8 BLR-1G BattleMaster 8 Magi 8 Spad9 GOL-1H Goliath 9 Nightshade 9 Rogue10 HCN-732 Highlander 10 Beagle 10 Gotha11 KCG-000 King Crab 11 Cyrano 11 Hellcat II12 KCG-000 King Crab 12 Puma 12 Rapier

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All hail the glory of Clan Burrock!We are the true followers of Kerensky! - FIN -

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