Type/Model: | Mobile Headquarters |
---|---|
Tech: | Inner Sphere / 3025 |
Config: | Wheeled Vehicle |
Rules: | Level 1, Standard design |
Mass: | 25 tons |
Power Plant: | 130 Omni Fusion |
Cruise Speed: | 64.8 km/h |
Maximum Speed: | 97.2 km/h |
Armor Type: | 4/Star Slab Standard |
Mobile headquarters are the nerve center of large-scale BattleMech operations. They gather information from the various participants in a battle and then use sophisticated computers to present the data to the commander for analysis.
The idea of mobile headquarters has existed ever since the days when a commander roamed over the battlefield, giving orders to officers and dispatching horse-mounted messengers. As technology grew, the design of mobile HQs evolved from messengers on horseback to vans with radio sets.
Late twentieth-century computer technology added predictive ability to a commander’s skills. Large computer-generated projections, accurate down to the individual tree, replaced bulky and inaccurate paper maps. Since that time mobile headquarters have changed little, except to grow more efficient with the advent of fusion power and sub-space communications.
The mobile headquarter’s map/communications room is dominated by a large table where the command staff gathers. The HQ’s computer gathers information from satellites, ‘Mech communications, and the tracking devices each ‘Mech and soldier carries, then projects it as a map on the table’s clear surface. Using a TriHolo device, the terrain and the individual troop members appear as solid symbols and surfaces. If known, the enemy’s positions are also projected. Then, if the commander so orders, the large and sophisticated computer system will display projections of the battle’s future and possible ways to proceed.
The three communications officers, seated at consoles near the forward end of the HQ, constantly supply the commander with communiques from his troops. They also dispatch the commander’s orders, either by voice or fast-bundled code that can usually pierce even the most sophisticated electronic jamming.
The communications system can exchange information with satellites, aerospace fighters, DropShips, and even distant JumpShips. The large dish antenna is collapsible and can be affixed to the roof of the HO in one minute. A second antenna is directional, and allows communication with individual ‘Mechs or soldiers. It also doubles as an antenna for the side-look radar.
The interior is kept stable by a sophisticated suspension system that allows normal activity within the command center when the truck is moving at high speed.
The mobile HQ pictured is the standard design throughout the Inner Sphere. Variations are minor, mostly consisting of a different main weapon for the truck’s turret. The Draconis Combine and the Capellan Confederation have armed their mobile HQs with a large laser or an LRM 10-rack, which requires redesigning and substantially altering the truck’s crew cab. The other Houses prefer to keep the medium laser, the vehicle’s original armament.
As mercenary units seldom possess mobile HQs, they must rely on command vans and good communications. Possession of amobile HQ is a major point in a mercenary unit’s favor when being considered for employment by a Successor State. Wolf’s Dragoons have five mobile HQs, all seemingly brand new. Hansen’s Roughriders also has a mobile HQ, acquired secondhand from the Lyran Commonwealth.
The mobile headquarters is slowly vanishing from general use because the advanced computer and communications system is beyond the know-how of most repair technicians in 3025. Quite a few mobile HQs in current use are only partially operable, having lost some of their capabilities because of battle damage or worn-out parts. Many no longer have working computers, requiring the regimental commander and his staff to use conventional maps or some jury-rigged device to view the battlefield. In many cases, the few working components of a mobile HO are crammed into the smaller command van.
Despite these problems, the rarity of the mobile HQ makes it a much-sought-after prize, as much for the valuable officers traveling in it as for the vehicle itself. Mercenary units in particular seldom pass up the chance to capture an HQ intact.
The attempted capture of a mobile HQ usually involves approaching it from the rear or blocking all possible escape routes. Even then, attackers are reluctant to shoot at the HO; instead, they frequently try to disable the truck by shooting at the engine or the wheels. Capturing a mobile HQ intact is a tricky business, made even more difficult when the HQ’s gunner is shooting back and a rescue force is on the way.
Both the Lyran Commonwealth and Draconis Combine routinely post two ‘Mech guards on their mobile HQs-usually light, fast ‘Mechs that can keep up with the truck if it must move at top speed. Responsible for the safety of the mobile HQ and the regimental commander inside it, these ‘Mechs and their pilots are expected to lay down their lives to protect the HQ if necessary. Other Successor State military commanders seem content to post one ‘Mech or a unit of soldiers and tanks to protect the mobile HO.
Type/Model: | Mobile Headquarters |
---|---|
Mass: | 25 tons |
Equipment: | Items | Mass | |
---|---|---|---|
Internal Structure: | 15 pts Standard | 0 | 2.50 |
Engine: | 130 Fusion | 0 | 4.50 |
Shielding & Trans Equip: | 0 | 2.50 | |
Cruise MP: | 6 | ||
Flank MP: | 9 | ||
Heat Sinks: | 10 Single | 0 | .00 |
Cockpit & Controls: | 0 | 1.50 | |
Crew: | 2 Members | 0 | .00 |
Turret Equipment: | 0 | .50 | |
Armor Factor: | 80 pts Standard | 0 | 5.00 |
Internal | Armor | ||
---|---|---|---|
Structure | Value | ||
Front: | 3 | 16 | |
Left / Right Sides: | 3 | 19/19 | |
Rear: | 3 | 16 | |
Turret: | 3 | 10 |
Weapons & Equipment: | Loc | Heat | Ammo | Items | Mass |
---|---|---|---|---|---|
1 Medium Laser | Turret | 3 | 1 | 1.00 | |
Communications Equipment | Body | 0 | 1 | 7.50 | |
TOTALS: | 3 | 2 | 25.00 | ||
Items & Tons Left: | 8 | .00 |
Calculated Factors: | |
---|---|
Total Cost: | 392,813 C-Bills |
Battle Value: | 149 |
Cost per BV: | 2,636.33 |
Weapon Value: | 66 / 66 (Ratio = .44 / .44) |
Damage Factors: | SRDmg = 4; MRDmg = 1; LRDmg = 0 |
BattleForce2: | MP: 6W, Armor/Structure: 0 / 3 |
Damage PB/M/L: 1/1/-, Overheat: 0 | |
Class: GL, Point Value: 2 |
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