About this mod
Adds 70+ custom Gladiator refits to fight in the Game Worlds. Only works with BTA 3062. The Custom Mech Refits should appear as Gladiators and mechs for St. Ives, FRR, Local Government and Mercenaries.
THIS IS NOT AN OFFICIAL BTA TEAM MOD, This is my mod for BTA 3062, contact me in Discord (Vanfreyr#0944) or Comment for support with this
- Requirements
- Permissions and credits
So Far:
Achilles Rhine 1 - 4
Assassin Whisper (S), Duo (CLR) and MP
Archer Blossom
Banshee Windrunner
(9/83)
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I am not part of the BTA 3062 Team
DO NOT make an Error Ticket or post in the Error Reporting involving my mod in the BTA 3062 discord.
Contact me in Discord (Vanfreyr) for support with this Mod.
* Added Improved JJs on the stores whenever I felt like doing a run not using Clan/3G equipment.
* Added store in Khi, whenever I wanted to do a St. Ives run.
* Added store in Menion, whenever I wanted to do an Aurigan Flashpoint Spam.
* Fixed Plasma MG Ammo Box.
* AI Doesnt know how to use iMMLs. I've removed the Maelstrom refit of the Ravleijn II and the Dervish-MLs from the enemy table and made an enemy version using customized ATM 3s, reflecting what I wanted the original mech to do. The new Raveleijn II Maelstrom-P refit should appear on the enemy table instead with No Salvage turned on. If you really want it though, you can buy it in my Factory Worlds (Menion, Khi, Utrecht and Tukayyid)
* Made a version of the Jachthut that doesn't have a firing pod, just the double battle armor handholds. I found the one with Firing Pod, too OP to my liking.
* 10 more Light Mech Gladiator Refits. This will be the Rhine, Meuse and Scheldt series of mechs. You can find them in my factory worlds if you want to use them. (Menion, Tukayyid, Utrecht and Khi)
* Nerfd the Plasma Cannon, it's too strong. I fought the Hydra Lancer in the Gladiator World and it 2v1 me pretty much.
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Patch 1.5
* Added iMMLs in Utrecht and Tukayyid
* Added Mortar Glue Ammo in Utrecht and Tukayyid
* Added Mech Grenade Ammo for Glue and Flare in Utrecht and Tukayyid
* Added NARC Beacon Mag Shot Ammo in Utrecht and Tukayyid
* Added Mag Shot (Steevens Customs) Weaker but Longer Range Mag Shot in Utrecht and Tukayyid
* Reduced the size of the Short Range Mech Launcher
* New Weapon with new Ammo. The Carnaval Missile System was derived from the Arrow IV system. This missile system is lighter and smaller while using weaker and short ranged missiles. While it does not have a definitive high yield payload, it offers plenty of supporting payloads like; Flare, Acid, Glue, Plasma and Firedrake Flechettes.
* Kikker now has extra affinities with Stormcrow Mechs. Kikker's Stormcrow Mech is updated with DFA gear. The Affinities are only available on new play through if you alread hired her, otherwise, the affinities will work if she was hired after this update. Kikker gains 2 Hit Defense at 5 missions, and Goomba Stomper at 10 missions. Only Kikker's Hero Version (Hete Bliksem) of the Storm Crow can effectively DFA, as I removed the Clan Tags on the 'Mech. As always, this mech is ready for purchase in Utrecht or Tukayyid.
* Lady Corinna now has extra affinities with Unnsvin, Horskr and Goliath. She gets Initiative +1 at 10 missions and Squirrely Bastard at 5 and 15 Missions.
* Lady Corina also has a new Unnsvin ready for purchase in Utrecht and Tukayyid. Called the Vrijheid, this new Unnsvin features 2 Carnaval Launchers, using Flare, Acid and Glue Rounds.
* New Mech Refit, the Jachthut (Means Hunting Lodge / Blind in Dutch). It is a BA Firing Pod (for 2 Points of Battle Armors) on legs (Goliath) and features 4 Carnaval Launchers, using Flare, Acid and Glue Rounds.
* Made a new set of refits for Shadow Hawk 2K, the Woudenbergs. These should feature the Carnaval Missile System.
1) WB-T (Thomas): Firebrand: A Plasma / Inferno based weaponry 'Mech
2) WB-MJ (Maurits and Joost) Earth Dagger: A support scout, with an initiative bonus, Acid Rounds, NARC Beacon, Glue and Flare Rounds.
3) WB-L (Lisa) Shell Sabre; focused on stripping armor with Acid
4) WB-E (Emma): Iron Heart; uses 2 Carnaval Missile Launchers using Firedrake Flechette Rounds and 2 Bombast Lasers.
* Three New Assault refit of the Seraph, the Raveleijn II. No longer is an Omni Mech, but features the Carnaval Missile System, however, if you do choose to go the melee route. It is Doable and recommended.
1) The default Raveleijn II features 2 Carnaval Missile Systems and 2 Bombast Lasers. Capability of Jumping to 250+ Meters, walking 150 Meters.
2) The Maelstrom version of RVL-II features 2 Carnaval Missile Systems and Plenty iMML Tubes for 280 Rounds of ATM HE. Walk and Jump capable of 150 Meters, due to the nature of ATM HE's this version seems to take a beating, and despite the armor it carries, it is highly likely for the engine to suffer a stray critical damage.
3) The Hevigheid (Intense in English) has 6 Carnaval Missile Systems. Walk and Jump capable of 150 Meters.
* Six new Pilots based on Raveleijn Riders (old Dutch TV show). They can be recruited in the Hiring Halls, or if you want them all together, I have them all as a Background Youth. Their description is in the pictures if you're interesting in reading. They all have affinities with the Woudenberg Shadow Hawk Refit, the Project Raveleijn (Dig King) Refit, and Raveleijn II (Seraph) Refit. 5 Missions gives +1 Resolve. 10 Missions gives the Squirrely Bastard Perk.
* Reversed the nerfs on the S ER PPC shotguns.
* New Start and Background; Ravenhorst Mercenary Company. This features the 6 New Pilots and 5 Woudenberg Shadow Hawk Refits.
* Optional Mod: Desuzakido BTA 3062 SAD Settings. This removes the AoE Nerf from SAD. If you like 50% AoE Damage reduction with 20 Points of SAD, dont use the Optional my optional Mod.
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Patch 1.4
* New Pilot, Nyotengu. She has +4 Defensive Bonus, unlocked via affinity, with Achilles and all the Squirrelly Bastard Quirked Battle Armors; which stacks with the Squirrely Bastard Quirk itself. Nyotengu also gets +4 bonus accuracy in Tengu, Kanazuchi, Achilles, Krupp, Phalanx and Raiden Battle Armors. Missions Required for the Affinity is 5.
* New Pilot, Kanna. She has +35% DR, unlocked via affinity, with Armor Block Quirked Battle Armors. Additionally, Kanna gets +4 bonus accuracy in Armor Block Quirked Battle Armors. Missions Required for the Affinity is 5.
* New Start: Tebow, should place you in Utrecht (Ghost Bear) with 'Mechs using all Non Clan Gear for a harder challenge.
* New Youth Background: The Asclepius Salvage Crew; This should give you my Custom Pilots and a Loot Crate bearing Items I found useful, there will be no Clan Items or Third Gen Items in it.
Tips for this Start:
- Use Hebi as your Scout, she gets a bonus on Indirect Fire and she has a +2 Initiative Bonus as her default pilot skill (Master Tactician)
- If you dont get the Bombard as a Starter Mech;
- Enforcer: Remove one Mech Grenade and the HiEx Ammo, add two Mortar 1's as Ballistic Weapons then, use Flare and Glue Ammo
- Trioceros; Give this 'Mech a Tag Laser. This is a Well Armored and Very Mobile 'Mech.
- Cryzolde and Tebow gets +1 Initiative Bonus, you can use them as your secondary scout to Sensor Lock
- Your Start should always come with the Scorpion (It has a Battle Armor Pod, which lets the BA to shoot without dismounting). Use it well. I suggest you place the Kanazuchi (Use Kanna) in this 'Mech.
- Add the new AP BA ER PPC Shotguns to your Kanazuchi
- Most Mechs built for Back Plate Alpha Strikers should have BA Handholds, place your Tengu on this 'Mech (Use Nyotengu)
- Vanfreyr and Kikker has 10% Heat Reduction when using Laser/PPC/Energy Weapons, only the Scorpion is Laser Heavy.
* New Weapon; Anti Personnel Battle Armor Extended Range Particle Projector Cannon Shotgun. Does 10 Damage, split by 5 Particles. 10 Stability Damage. 0.3 Tons. PPC Debuff.
* New Mech Refits (They should not appear as Gladiators but still found as 'Mech enemies against Mercenaries, Pirates and Local Government)
- Trioceros; Chameleon Refit using 3 Mech Grenades as weapons. It has Stealth, ECM, Good Jump Distance, Acid, Infernal and HiEx Rounds.
- 2 Blitzkrieg Refits; A4 Refit and a HMGCC Refit
- Bombard, Spider 5K and Firestarter H Refits; they use Mortars to CC and Flare enemies. Good Jump Distance.
- 2 Dervish Refits; 18 MML tubes and 4 tons of Rounds.
- Phoenix Prime Refit; A4 Artillery
- Assassin Refits; 2 Refits meant for Back Attack and 1 Refit meant for Sniping. Good Jump Distance.
- Scorpion Quad Mech Refit; Special thanks to Einhander from BTA Discord. I used his idea to make a Scorpion with BA Pods. It has good Jump Distance. It uses 2 Large Pulse Lasers to open up the back panel for your Battle Armor to crit seek.
- Cracker; Enforcer refit of Periphery 'Mechwarrior Ryota Sakamoto, call sign 'Cracker.' Ryota had all conventional weaponry removed and installed 3 high pay load mech grenade launchers. This Enforcer carries High Explosive, Acid and Inferno grenades to wreck havoc. Capable of sprinting 210 Meters (8 hexes) and jumping 140 Meters (5 Hexes), this refit is somewhat agile to catch up to most mechs to lob explosives.
Patch 1.3
* Nerfd Gehakt LAC Stability Damage
* Forgot to add the LAC used by Gehakt at the store. Available in Utrecht and Tukayyid.
* Forgot to add the Long Range MG Array and the Acid Rounds, Long Range MG Array only fires 3 times. Thats it. Available in Utrecht and Tukayyid.
* Added Tukayyid as a Factory Store, incase you upset Ghost Bear enough that youre banned from the store. Just dont upset both Com Star and Ghost Bear if you like my store list.
* Fixed Cyclops HDG HQ, should appear in Utrecht and Tukayyid Store now.
* New Ammunition Boxes for Mech Grenades; 2 Slots, 1.5 Tons, 15 Rounds. Available in Utrecht and Tukayyid.
* New Acid Ammunition for Mech Grenades. Available in Utrecht and Tukayyid.
* New Summoner refit, Ettin. Available in Utrecht and Tukayyid. Despite being Clan Tech, it isn't tagged as such so you can use Melee Kicks with this Summoner. Disgraceful, I know.
* New BNC refit, Wind Runner. Available in Utrecht and Tukayyid. (Despite the name, it doesn't walk fast, just 8 Hexes.)
* New Rising Star refit, Juffertje. Like the Goliath, Thanatos, Nijevelt/Kintaro and Zuylen/Griffin, This one is comes with variants. Available in Utrecht and Tukayyid.
* New Weapon; Heavy Machine Gun Cannon. 120 Internal Ammo (can shoot for 15 Rounds, enjoy), 4 Slots, 8x8 (64 Damage), max range 700. It is available on the Wind Runner 'Mech and for sale at Utrecht and Tukayyid.
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Patch 1.22
* Forgot to add JJ on a mech I wanted JJ on.
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Patch 1.2
* I found the start lacking majorly in damage once the SAD ramps up, so I changed the start.
These are mostly Light and Medium Mechs.
There are some Heavy and 2 Assault Mechs.
I like a lighter Lance.
There are plenty of Heavy/Assault mechs on the BTA 3062 Discord
https://discord.com/channels/587764595888881670/985703704936210512
High Explosive Acid MG Array (Not available as Salvage / Chassis Locked)
NARC Beacon Mag Shot (Not available as Salvage / Chassis Locked)
Short Range Shotgun PPC (Available as Salvage)
* The 'Mech's are available for purchase in Utrecht, most of their Gear is Chassis Locked for balance purposes.
The main purpose of my Mod is for interesting Gladiator Enemies. The Mechs that are available for purchase in Utrecht is just there if you want to use them yourself.
* Adds a custom Clan Start in Utrecht featuring some of the 'Mech Refits as starter mechs.
You will be fighting Ghost Bear, instead of Wolf. The Clanners lances are very simillar.
The start should guarantee 2 Battle Armors, 1 Light Scout Mech, 1 Medium Scout Mech, 2 Medium Damage Dealer Mechs and 2 Medium Artillery Mechs (Arrow IV or Sniper Artillery)
Other than the Artillery and Battle Armors, they lack fire power but are very mobile to keep away from Battle Armors.
The start also includes items as a drop box. Be patient while the box is loading, they are plenty (not 99 of everything but in increments of 5 - 20)
These include:
- Stealth Armor and Friedhoff Sparrow Gyro
- ECM and C3i
- LHS (This is not available as Salvage or Purchase in Vanilla BTA 3062, but I like them)
- Proto DHS
- Bulk Heat Bank
- Clan SRM 4 and 6
- Custom Short Range Shotgun PPCs
- 3g JJs
- ATM 9 and 12
- BA SRM 4
- BA Micro Pulse
- BA Handholds
* This mod also turns Utrecht into a Factory World, with these items sold (Not all Inclusive, theres more)
- Engines 100 - 400
- Clan Engines
- 3rd Gen JJs
- 3rd Gen HS Kit, LHS Kit, Proto DHS Kit, DHS Kit and cDHS Kit (along with their respecting Heat Sinks)
- TTS for Missiles, Ballstic, Indirect, AA, Breaching/Called Shots, Multi Trac, Apollo and Artemis IV
- DFA Actuators
- AES Arms and Legs
- Magestrix Rangefinder
- FerroFibrous, cFerroFibrous, FerroLamellor, Stealth and 3rd Gen Armor Platings
- C3i
- Custom Weapons (ER/AP/BA PPC Shotguns, Hyper Machine Gun Cannon / Cluster, SR Mech Grenade Launcher)
- Custom Ammo Bins (15 Ammo Grenades for Mech Grenade Launcher and Acid MG Ammo)
- Clan Mortars, SRMs, LRMs, ATMs (And their Ammos, HE included)
- Clan PACs
- Clan Lasers
- BA Pulse and BA LBX
- Clan LBX
* Adds the following Mechwarriors, available for hire or as a starters like the BTA Team.
"Name": "Kanna", (Mechwarrior and Battle Armor Specialist)
"FirstName": "Cania",
"LastName": "Anatolia",
"Callsign": "Kanna",
"Gender": "Female",
"Faction": "NoFaction",
"Age": "35",
"Details": "Cania was a Hegemony military brat. As with some military brats that don't excel with anything else, the armed forces was the best course of action.
Unfortunately, that didn't pan out well either. Cania found her self out of a job and was left with a 2 year skill set as a 'Mechwarrior.
Luckily for her, she met a mech tech for Marian Arms who informed her that the weapons company is looking for test pilots.
She was hired after acing her aptitude test and went on to work for the company for another 2 years.
As with all jobs she had, the Marian Arms gig didn't last and found herself with pirates. While with the bandits, her affinity for Battle Armor was discovered. Cania adopted the callsign, Kanna, as her commanding officer found Cania to be difficult to pronounce. She piloted and lead troops of salvaged battle armors during her tenure with the pirates but found her self, again, out of a job when the crew was crushed by Clanners while they were pillaging the wrong planet at the wrong time.
Another 2 years and out of luck once more, she listed her name down as a 'Mechwarrior for hire, with extreme affinity and experience for Battle Armors.
(Kanna's evasive charges are immune to being removed by sensor lock effects. However, she gets a -2 to weapon accuracy at all times)
She has affinity with Armor Block Quirked Battle Armors. Additionally, Kanna gets +4 bonus accuracy in Armor Block Quirked Battle Armors
"Name": "Nyotengu", (Mechwarrior and Battle Armor Specialist)
"FirstName": "Ayane",
"LastName": "Miyama",
"Callsign": "Nyotengu",
"Gender": "Female",
"Faction": "Marik",
"Age": "33",
"Details": "Born and raised in Gibson, Ayane joined the Marik Militia as a Mechwarrior two years after the first Clanners invaded the innersphere. During a training event with the 244th Division Com Guards, Ayane was appraised and recruited by a Gibson Federated BattleMechs agent. \n\nShe became a test pilot for Battle Armors produced in Gibson, like the Achilles. However, her affinity is with speedier movements and she was found to be a prime candidate for the Demon Series Project.\n\n Two years within the project, she wanted out. Being sick and tired of the secrecy and having little to no freedom caused Ayane to rethink her tenure with Gibson Federated. \n\n Requesting retirement from 12 years of service was met with rejection and a cloaked threat against her life. \n\n Wanting an escape from the insanity, Ayane faked her death during a field test of the Tengu Battle Armor Prototype against pirates. With nowhere else to go, she found her self in recruiting halls in the periphery, adopting the callsign Nyotengu.
(Ayane's evasive charges are immune to being removed by sensor lock effects. However, she gets a -2 to weapon accuracy at all times)
She has affinity with the Achilles and all the Squirrelly Mechs. Ayane also gets +4 bonus accuracy in Tengu, Kanazuchi, Achilles, Krupp, Phalanx and Raiden Battle Armors.
"Name": "Cryzolde", (Mechwarrior and Vehicle Operator)
"FirstName": "Jason",
"LastName": "Serna",
"Callsign": "Cryzolde",
"Gender": "Male",
"Faction": "NoFaction",
"Age": "34",
"Details": "Jason was immediately plucked out of basic to join Mimir's Pertra, KungsArme's Field Operations division. While his willpower and guts made him a great operative, his genetics weren't. After 5 years of numerous mission completions, his career came to a full stop during a routine medical exam. There, he received a crippling diagnosis; his hearing was deteriorating at an alarming rate. After multiple surgeries to save his hearing Jason was medically discharged. While he can now hear due to his implants, music and voices we're uptuned to chipmunk levels, much like how he felt about his shattered career. The free gym membership, severance pay and pension was not enough to satisfy a man in his prime to an early retirement. Jason now frequently signs up as a mercenary to fill his cravings of a glory he wasn't allowed to claim. (Cryzolde gains +1 Initiative, and additionally removes one bar of stability damage when reserving)
"Name": "Kikker", (Mechwarrior)
"FirstName": "Diana",
"LastName": "Schipper",
"Callsign": "Kikker",
"Gender": "Female",
"Faction": "NoFaction",
"Age": "26",
"Details": "Diana claims she earned her rights. The right to her name, her mech and the glory of battle. Where she came from, she wouldn't share. Each time its asked, a pang of sadness shines from her eyes. Her impulsive tactic of jumping into fray, and even ontop of mechs earned her callsign, Kikker, from her previous company of Dutch speaking mechwarriors. Despite her recklessness, she hides her fear of death. During a contract to defend a small factory, her scouting patrol was caught in a pincer trap. Her first instinct was to run, to leap out of the kill zone, and she did. Before her commander even uttered a word, she was already in the air watching a volley of Mortars and Rockets pound her previous location. Hopping her way back to the garrisoned factory, she was able to warn the client of the on coming pirates. There was no glory earned that day, just another soul preserved to live with her ego tarnished in blood. (Kikker's energy weapons generate 10% less heat when fired)
"Name": "Lady", (Mechwarrior and Vehicle Operator)
"FirstName": "Corinna",
"LastName": "Eleveld",
"Callsign": "Lady",
"Gender": "Female",
"Faction": "Marik",
"Age": "60",
"Details": "While her tenure at the Lloyd Marik-Stanley Aerospace Academy was unremarkable, Corinna managed to impress her superiors 2 years after graduation during an exhibition at Berenson. After her recruitment to the First Free Worlds Guards, also known as the Amazons, she stayed with the guard for more than 20 years. Corinna continuously refused promotion, as she enjoyed piloting and remained a Captain. Lady Liberty, she was called, enjoyed her freedom in the air for many more years. Surprisingly, her retirement came as an order, not a request. An unfortunate spat with a crew chief who was related to her commanding officer pretty much lead to career ending consequences. Consolidating her assets, she turned into mercenary work piloting VTOLs to the highest bidder. Her venture as freelance did not last long as she was recruited by an odd man with a weirder dog costume. Old cranky Lady as she is now called, spent a good amount of years ferrying 8 bright eyed soldiers clad in Krupp Battle Armors for a rebellion she really didn't care for. Unfortunately, her VTOL was unluckily hit by a stray missile, scuttling her aircraft which opened itself for a barrage of LRMs. Needless to say, the effects were devastating. All souls her craft was carrying did not survive the barrage, but she did. People would like to say fortune was on her side, but the guilt of survival weighs heavier than she'd like to admit. Her callsign stood for many things throughout 40 years of flight, ranging from Lady Liberty to Old Lady (her favorite) and finally with disdain, Lady Luck... (Lady Corinna's evasive charges are immune to being removed by sensor lock effects. However, she gets a -2 to weapon accuracy at all times)
"Name": "Vanfreyr", (Mechwarrior and Vehicle Operator)
"FirstName": "Tristan",
"LastName": "Yasuka",
"Callsign": "Vanfreyr",
"Gender": "Male",
"Faction": "NoFaction",
"Age": "34",
"Details": "Raised from the resort world of Fomalhaut, Tristan grew up finding the value of family. Not surprisingly, his lineage flip flopped between the Federated Suns and the Draconis Combine. None of this mattered as the huge Garcia, Nakamura, Wong, Kekoa, and many more intertwining family surnames would gather to forget which political allegiance reigned dominant. They celebrated an excessive number of occasions, ranging from marriages, gender reveals, birthdays, coming of age ceremonies and much more exhaustingly extravagant parties. Due to the sheer amount of close family members, these events had to be performed as a group. It wouldn't be uncommon for the Yasuka estate to host 5 marriages in a single day or entertain hundreds of 18 year old girls celebrating their debut. As the oldest, Tristan was to take the reins of the Yasuka Family Resort. Unfortunately, he had other plans and fled. Running out of resources, and trapped in the FRR territory, Tristan enlisted to be a mechwarrior for the KungsArme. However, the cockpit life wasn't for him either as he found himself succeed outside the mech as a military officer on numerous tank crews. The year 3052 was supposed to be Tristan's celebration of a decorated 6 years service. He was slated to be an officer in a freshly minted Daimyo Mobile HQ. Unfortunately, it was the same day that the Clan Ghost Bear landed on his stationed planet of Utrecht. His orders to stand down demolished his morale as he had to watch the invaders claim victory without a single fired shot. Disgruntled, he left his post, tossing off his coat bearing his rank, service ribbons and honors. Tristan received an invite from his missing uncle back to Fomalhault and enticed him with the opportunity to fight. A lot has changed in 10 years and Tristan insists that part of his life is too depressing to talk about. (Vanfreyr's energy weapons generate 10% less heat when fired)
"Name": "Blossom", (Mechwarrior)
"FirstName": "Lenora",
"LastName": "Steevens",
"Callsign": "Blossom",
"Gender": "Female",
"Faction": "NoFaction",
"Age": "34",
"Details": "Born and raised in Utrecht to retired mechwarrior turned tech parents, the smell of oil and sounds of machinery is all she knew. Fortunately, with the nurture and encouragement of her parents, the mechwarrior or tech life was not forced on her. The intuitive parents understood that she had an appreciation for a different kind of oil, oil on canvas. Her paintings quickly spread throughout the Republic as she completed commissions for numerous Rasalhague nobles, making a decent fortune and living with her skill. Sunflowers under blue skies were her specialty and the once drab workshop her parents maintained is now riddled in a swirl of clouds and yellow blooming petals. This all changed during the Clan invasion in the 50s. The event woke the mechwarrior in her blood. Despite her artistically inclined upbringing, Blossom's skill on a mech cockpit is unparalleled, specializing on short range missiles, she now enjoys a different kind of bloom, the explosion of her targets. (Blossom's SRMs gain a 10% damage bonus and +1 accuracy but she also suffers a -1 penalty to all other weapon attacks)
"Name": "Tebow", (Mechwarrior and Vehicle Operator)
"FirstName": "Timothy",
"LastName": "Wong",
"Callsign": "Tebow",
"Gender": "Male",
"Faction": "Davion",
"Age": "62",
"Details": "While Timothy was born in New Florence during Capellan rule, he found himself in the DMI in his 20s. Timothy's superior officers found his potential and placed him with the MI3. He bounced around multiple departments in the DMI until he found himself in MI7, working as a mercenary liaison. His tenure there would not last as he vanished while managing a contract with an unknown mercenary group. After 10 years of disappearance he is recently seen working as a smuggler, or procurement expert as he'd like to say. Tebow, as he'd like to call himself now, won't share much during his supposed disappearance and left his warehouse in Fomalhaut to pick up mercenary work. The dog helmet he wears is meant to protect his identity. It's part of the the mystique he says while his boisterous mannerisms pretty much gives it all away. Vanfreyr, his nephew, suspects that there is more to his uncle's goofy antics than meets the eye. (Tebow gains +1 Initiative, and additionally removes one bar of stability damage when reserving)
"Name": "Hebi", (Mechwarrior)
"FirstName": "Henrietta",
"LastName": "Habushu",
"Callsign": "Hebi",
"Gender": "Female",
"Faction": "Kurita",
"Age": "31",
"Details": "Before boarding her designated Jenner, she opened a letter her mother secretly slid in her rucksack. It contained a dossier for a new forged identity, and upon skimming the contents, she discovered her relationship to the Von Rohrs. Nengo Von Rohrs was her ancestor. Upon catching wind of Kruger's oncoming defeat, Nengo quickly had his mistress escape to Fomalhault with falsified documents. Needless to say, she found it hilarious that she's out there risking her life to support the Sorrenson's Sabres. All the Kuritan conditioning faded the moment Sharron Burgoz' Trebuchet was decimated. Henrietta quickly turned tail, abandoned her post and hired a smuggler to take her to Fomalhault. Upon discovering her inheritance, she quickly blew her assets in 3 years partying. Needing more money, she went back to her family's warehouse to sell the last piece of inheritance she had, a VON 4RH-5. However, the warehouse associate had a different offer. Fight once more as a mechwarrior and the associate would potentially make her more money than the 'Mech is worth. She quickly agreed; adopting a new callsign matching her 'Mech's reputation. (Hebi's indirect accuracy with weapons is increased by 4 but her direct accuracy with weapons is decreased by 2)