TEXT: Spotlight On:
  CRESCENT HAWKS
  
  Crescent Hawks
  Crescent Hawks
  1
  Credits
  Development
  Joshua C. Perian • Ray Arrastia
  Writing
  Lance Scarinci
  Editing
  Herbert A. Beas II
  BattleTech Line Developer
  Randall Bills
  Graphic Design & Layout
  Ray Arrastia
  AS/SBF/ACS Data
  Joshua Franklin • Chris Marti
  Factchecking/Playtesting: David 
  Kerber, Geoff Swift, Chris Wheeler
  Special Thanks: Johannes Heidler, 
  for encouraging me; Joshua Perian, 
  for having faith in me; Ray Arrastia, 
  for lowering the ladder and letting me 
  into the clubhouse; and everybody at 
  Infocom software, who created The 
  Crescent Hawk’s Inception and gave 
  me my first introduction to BattleTech, 
  way back in April of 1989. This one is 
  especially for them!
  Introduction
  For every Kell Hounds or Wolf’s Dragoons, there are a hundred similar outfits that are just 
  as talented—and just as deadly—that you have never heard of. Or worse, you have not heard 
  enough. Sure, the glory hounds who make the evening tri-vid news are movers and shakers, 
  and can change national borders whenever they want, but they’re not the only ones. For every 
  Eridani Light Horse brigade, there is a mercenary crew with a storied battlefield history just as 
  spectacular. These are the unit commands that have gone largely unnoticed in the long, bloody 
  history of the Inner Sphere, their stories untold or nearly forgotten. Take a closer look at the 
  battles and events that have shaped the human sphere, and you’ll find even two-bit troops like 
  Wilson’s Hussars have made a difference.    
  —Professor Harry Alexander, Spotlight On: The Almost Famous, Free Republic Press
  How to Use This Book
  Welcome to Spotlight On, a campaign supplement designed to offer players the opportunity 
  to learn about the universe’s unique and battle-tested forces from the Inner Sphere, Periphery, 
  and beyond.
  The background information contained in the Unit History section gives players the unit’s 
  history, notable events, tactics, traditions, organization, unique goals, and traits to create an 
  unlimited number of BattleTech games for play, while the Personalities section details some 
  of the unit’s more famous, interesting, or notorious members. Each character entry includes 
  additional gameplay and scenario-building material, as well as special abilities that set these 
  warriors apart from the rank and file. The Personnel Roster offers a complete vehicle listing for 
  the outfit at particular points in BattleTech history. The Personnel Roster can be used to create 
  stand-alone games, to weave into an existing game, or as part of a larger ongoing campaign.
  The Mission Tracks section presents key battles that occurred in the unit’s history, though they 
  are not the only ones. Players wishing to incorporate these tracks into their Chaos Campaign 
  games should use the Warchest Points (WP) listed in brackets. Each Mission Track contains 
  information for use in gameplay such as terrain suggestions, weather, and special conditions 
  rules. Each track also contains a list of optional features that can be used to enhance your game 
  experience. For the best results, all players should agree whether or not to use these options 
  before play.
  Lastly, Special Command Abilities (Campaign Operations p. 83 or Alpha Strike Companion p. 44) 
  and Formation Abilities (CO p. 60 or Alpha Strike Companion p. 147) for unit is listed, along with 
  corresponding Alpha Strike cards and unique record sheets (if applicable). Special Command Abilities, 
  Special Pilot Abilities, and Formations can be used both in Total Warfare and Alpha Strike play.
  E-CAT35SN101
  ©2016 The Topps Company Inc. All rights Reserved. Spotlight On: Crescent Hawks,  
  Classic BattleTech, BattleTech, BattleMech and ’Mech are registered trademarks and/or trademarks 
  of The Topps Company, Inc. in the United States and/or other countries. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
  Under License From
  ®
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  
  Crescent Hawks
  Crescent Hawks
  2
  Unit History  
  and Description
  Kell, Allard and Brahe, Bradley, O’Bannon, and Wilson. Famed 
  MechWarrior families are common among the Kell Hounds, but 
  only one has become synonymous with the daring, cunning, and 
  skill necessary to become a legend unto itself: Youngblood. And 
  any discussion of Youngbloods must inevitably lead to the Crescent 
  Hawks. It could even be said that the unit and the family are one 
  and the same, with the reigning Youngblood often referred to as 
  the Crescent Hawk.
  Appearing on the scene in the early thirty-first century, Jeremiah 
  Youngblood turned heads with his skills as a Land-Air ’Mech pilot 
  and his dashing, daredevil charm. Hotheaded, brash, and utterly 
  devoid of fear, Jeremiah caught the eye of Archon Katrina Steiner, 
  who formed a crack commando team around him—the original 
  Crescent Hawks. Answerable only to the archon, the Hawks executed 
  a number of missions which even today remain classified. Jeremiah 
  remained in Katrina’s confidence for years, his roguish smile a fixture 
  in her court, but the two had a falling out around 3020, when Katrina 
  disbanded the Hawks and sent Jeremiah to the sleepy world of Chara 
  III (Pacifica) in search of a rumored Star League depot. Jeremiah 
  caused a minor scene by pulling his young son Jason right out of his 
  classes at a Nagelring prep school to board the DropShip to Pacifica. 
  It took nearly a decade, but Jeremiah unearthed the depot. 
  Unfortunately, a Kuritan (or possibly ComStar) agent tipped off the 
  Combine, and the Second Sword of Light raided Pacifica in force. 
  Jeremiah was captured and shipped to Dieron for interrogation. 
  Jason Youngblood, now eighteen, led a successful revolt on Pacifica 
  by reforming the Crescent Hawks with the aid of Rex Pearce, his 
  father’s friend and former XO. Jason’s search for his father led him 
  to discover the depot Jeremiah had found, and recover the elder 
  Youngblood’s Phoenix Hawk LAM. After driving House Kurita from 
  the planet once more, a grateful Katrina Steiner outfitted the reborn 
  Crescent Hawks with ’Mechs from the depot, and charged Jason 
  with rescuing his father from Combine captivity.
  During the initial chaos of the Fourth Succession War, Jason 
  traveled to Dieron and freed his father from a Combine prison 
  camp. The evident mistreatment Jeremiah suffered during his harsh 
  captivity prompted Jason to swear a blood feud against House 
  Kurita, and for the next two decades his Crescent Hawks waged 
  war against the Dragon at every opportunity. During the War of 
  3039, the Hawks cut across the Rasalhague Republic, on a mission 
  to scout DCMS troop movements in the Pesht and Alshain districts. 
  On Thessalonika and Itabaiana, the Hawks smashed infrastructure 
  and supply depots in a series of minor raids. But the crowning 
  achievement was when they raided Irece and sacked the LexaTech 
  LAM factory, carrying off enough parts to keep the family Phoenix 
  Hawk running for another decade. An enormous hawk’s head, spray-
  painted on the side of the main factory building, let House Kurita 
  know who had shamed its defenders that day.
  During the FedCom years, Jason Youngblood developed a close 
  alliance with the Kell Hounds, with whom his father served in their 
  early years. By the time of the Clan Invasion, the Hawks were Hounds 
  in all but name, conducting operations as much on the mercenaries’ 
  behalf as for the Steiners. In 3049, while probing The Rock in search 
  of the now-missing Phelan Kell, the Hawks met a new enemy, one 
  from which they barely escaped: Clan Wolf. Fleeing the Wolves, the 
  Hawks regrouped with the Kell Hounds on Verthandi, but would 
  later remain behind as the Hounds moved on, spending the better 
  part of a year gathering intel on these strange, powerful foes.
  While the lords of the Inner Sphere convened on Outreach, the 
  Crescent Hawks tested the Jade Falcons and the Wolves, probing, 
  observing. Jason gained deep insight into Clan equipment and 
  combat doctrine, and began delivering crash courses to FedCom 
  commands sent to the Clan front. He was with Morgan Kell when 
  Hanse Davion’s entreaty to take the Hounds to Luthien arrived. If 
  such men as Morgan and Jaime Wolf could set aside their hatred of 
  the Dragon for the greater good, then Jason Youngblood could, too. 
  The Hawks’ anti-Clan experience was sorely tested on Black 
  Luthien, where many veteran Hawks fell. The tides of battle swept 
  Jason to the line held by the Dragon’s Claws, and for a moment 
  The Crescent Hawk fought shoulder to shoulder with the Dragon. 
  After the battle, Takashi Kurita himself pinned the Bushido Blade on 
  Jason Youngblood’s lapel, a gesture that officially ended the blood 
  feud between Jason and House Kurita. Jason gave the medal to his 
  father, who laughed and remarked on Takashi’s political acumen. “He 
  removed an enemy, and all it cost him was a few words and a circle 
  of gold.” The medal has since served to remind the Hawks that the 
  business of war need not be one of hatred, for today’s enemy could 
  be tomorrow’s ally—or employer. 
  The family LAM took heavy damage at Luthien, and with the 
  LexaTech factory destroyed by the Nova Cats, parts would not be 
  forthcoming. The Crescent Hawks officially disbanded, but survivors 
  who were absorbed into the Kell Hounds kept their traditions alive. 
  During this time of the Hawks’ dormancy, the Hounds memorialized 
  the company by maintaining a Phoenix Hawk at all times with the 
  unit’s hawk’s head logo. His anger at the Dragon quenched, Jason 
  focused his skills on battling the Inner Sphere’s new enemy. Returning 
  to Pacifica, he trained Commonwealth, Combine and Rasalhague 
  troops in anti-Clan tactics for nearly a decade, and even served as an 
  advisor to Victor Steiner-Davion during Operation Bulldog. 
  The Crescent Hawks slept, but in time, the cries of war once 
  again called for them to awaken. At the height of the Word of Blake 
  Jihad, Chandrasekhar Kurita enlisted Colonel Akira Brahe of the Kell 
  Hounds to send him a force for recon and special operations. There 
  was only one choice. Jason Youngblood considered himself too old 
  for such a mission, but passed the torch to his own son, Jeremiah II. 
  Jeremiah led the reborn Hawks at Odessa, rooting out the location 
  of the Word’s hidden Gabriel facilities. Other victories followed as the 
  Hawks supported Devlin Stone’s drive on Terra—such as supporting 
  General Thomas Hogarth’s capture of Gacrux, where their Fertile 
  Crescent maneuver shattered a Level III of unseasoned Protectorate 
  Militia troops. 
  
  Crescent Hawks
  Crescent Hawks
  3
  Clashing with elements of the elite Forty-seventh Shadow 
  Division, while under a side contract with Oriente, Jeremiah brought 
  down a Blakist Pwwka. Recognizing it as a new type of LAM, he 
  hastily sent the wreckage to his father on Arc-Royal, out from 
  under the nose of House Halas’ own salvage crews. Although this 
  act technically was no breach of contract, it soured relations with 
  the Duchy, and the Hawks returned to Lyran and Coalition employ. 
  When the Jihad burned out, the surviving Hawks returned to their 
  Kell Hounds den. Painting their machines red and black, they waited 
  until the universe called them to war again, an event that did not 
  occur for the rest of Jeremiah’s lifetime. 
  It was half a century before a new Crescent Hawk took wing. Sensing 
  that the fall of the HPG network would birth a terrible war, Colonel 
  Evan Kell reconstituted the Hawks in 3136. Captain Jezebel Youngblood, 
  fiery and proud, commanded this new incarnation. Her first mission, 
  harassing the Jade Falcons on Dustball, was a resounding success, 
  killing Star Colonel Rooker Mehta, and disrupting Clan operations for 
  nearly a month. Though the Hawks tangled with the Wolves and the 
  Free Worlds League states in the years since, it was the Falcons who 
  became their new nemesis—especially after the near annihilation 
  of the Kell Hounds. Some have heard an echo of Jason’s feud with 
  the Combine in Jezebel’s single-minded hatred, while others see a 
  disturbing shadow of Malvina’s own madness. Regardless, Jezebel 
  Youngblood has proven that she is the Crescent Hawk exemplar of a 
  new generation, a dangerous adversary to those who stand in her way.
  In this age where death once again hunts all who would be 
  warriors, it is good to know that some will endure with their 
  identities intact. Other mercenary forces may be larger or heavier, 
  but few compare to the Crescent Hawks in skill or status. Time will 
  show if they can survive the current crisis, but history is on their side. 
  When a new age dawns, it is likely a Hawk will still fly in its skies.
  Traditions and Tactics
  As all units with such a colorful history do, the Crescent Hawks have 
  developed their own set of traditions over the years. Never short of 
  volunteers, several filters have been put into place to weed out the 
  duds; a Kell Hounds background is a plus, but not a guarantee of 
  acceptance. All MechWarrior recruits must take the Citadel Challenge, 
  a recreation of Jason Youngblood’s harrowing ordeal on Pacifica. If 
  their performance fails to impress, walking papers are served. To date, 
  only a single warrior has defeated the scenario, but some have learned 
  that the ideal solution against overwhelming odds isn’t always to 
  fight. The test effectively screens recruits for adaptability, tactical 
  acumen, and practicality, but it is still not the final test. In the end, 
  only the blessing of a Youngblood makes a Crescent Hawk, and only 
  one candidate in twenty earns such an honor.
  In his day, Jason Youngblood trained his Hawks to win by 
  outsmarting the enemy, rather than overpowering him, and that 
  axiom carries on to the present day. Whether it’s hiding ’Mechs inside 
  shipping containers, or crawling along the bottom of a shallow 
  riverbed for days to appear behind enemy lines, innovative tactics 
  have won more battles for the Hawks than brute force. Battlefield 
  tactics such as the Fertile Crescent, where faster units sweep in a 
  scything motion behind the enemy while the support units pound 
  their opposite flank, have shattered many a heavier force. The Hawks 
  will exploit whatever advantage they can, be it terrain, weather, or 
  the enemy commander’s psyche. 
  Force Composition
  As the first duty of the Crescent Hawks is typically that of a light, 
  mobile strike force, ’Mech choices lean toward highly maneuverable 
  machines, usually of Lyran pedigree. Heavies must not only 
  provide additional firepower, but also be mobile enough to keep 
  up; Lieutenant Rodney Klatt’s Awesome, during the Jihad, was the 
  heaviest ’Mech the Hawks ever deployed, and its lack of mobility 
  stymied more than one grand plan in those days. ’Mech variants 
  with ammo independence are preferred, but the punch of a Gauss 
  rifle or heavy autocannon has its place. Still, pilots are expected to 
  husband their ammunition, as the Hawks travel light. In the field, the 
  Hawks paint their machines to match the local environs whenever 
  possible, as terrain is often their greatest ally. But sometimes, the 
  choice to intimidate an enemy calls for them to don their parade 
  colors of gray and blue with yellow highlights. In such cases, morale 
  is often boosted among allied forces or the local populace; when a 
  legend is so boldly on your side, victory must be assured.
  Traditionally a company-sized unit, the Hawks augment their 
  strength by pairing a lance of aerospace fighters with each ground 
  lance. Unlike their ground-bound counterparts, heavy fighters 
  dominate these Crimson Hawks flights, the red-winged craft 
  serving as both the coup de grace for offensive operations, and as 
  cover fire in the event that things go sour. Heavily drilled in ground 
  attacks, each pilot must be able to bullseye a ’Mech at flank speed, 
  regardless of terrain. During the Clan Invasion, Lieutenant Avery 
  Karlson became renowned for consistently striking the head off 
  enemy ’Mechs with his Slayer’s autocannon—a feat unmatched by 
  any other Hawks pilot since. 
  Transport had always been provided by the Hawks’ employers 
  until near the end of the Jihad, when Jeremiah Youngblood captured 
  a Word of Blake Tramp JumpShip by landing his father’s refurbished 
  Phoenix Hawk LAM on the hull and threatening to blast open the 
  bridge unless the crew surrendered. Rechristened Crimson Glory, this 
  ship has carried the Hawks’ three Leopard-class DropShips ever since. 
  The flexibility of using three Leopards has outweighed the logistical 
  advantages of a single Union, and the Hawks always resist attempts 
  to stuff them into one.
  Uniforms and Insignia
  The Hawks’ dress uniform is utilitarian gray, with blue epaulets. Rank 
  insignia appears on the collar, a single gold bar for MechWarriors and 
  pilots, a bar with a ruby for Lance commanders, and an enameled 
  gold hawk’s head for the captain. One warrior is chosen to wear 
  the Youngblood’s Bushido Blade. This is usually the most seasoned 
  warrior, who acts as the Hawks’ conscience. The fighter pilot with the 
  most kills wears the Crimson Eagle, a half cape of red feathers similar 
  to Jade Falcon ceremonial garb. Pilots keep meticulous track of kills 
  in order to gain the honor, and it often switches owners after a battle.
  
  Crescent Hawks
  Crescent Hawks
  4
  Personalities
  JEREMIAH YOUNGBLOOD
  Title/Rank: Hauptmann
  Born: 2981
  Though a legend among the Kell Hounds, Jeremiah remains a 
  man swathed in a great deal of mystery. He does not appear on 
  the rolls of any academy, yet his skill was unparalleled. Anecdotal 
  evidence suggests he knew Katrina Steiner during her time in the 
  Periphery, and that he joined the nascent Kell Hounds at her behest. 
  After the Hounds disbanded, Katrina brought Jeremiah to Tharkad 
  to lead her personal commando unit. Rumors scorched the tabloids, 
  but no relationship between Jeremiah and the archon was ever 
  confirmed—or denied. His ordeal on Dieron broke something in 
  Jeremiah. Nerve damage ensured he would never pilot a BattleMech 
  again, so he relinquished command of the Hawks to Jason and 
  returned to Tharkad to serve as one of the archon’s bodyguards. 
  Jeremiah died of a stroke in 3055, and had his ashes placed near 
  Katrina’s tomb that he might guard her eternally.
  JASON YOUNGBLOOD
  Title/Rank: Captain
  Born: 3010
  Special Abilities: Natural Aptitude/Tactics
  As Jeremiah Youngblood’s only son, Jason felt his father’s shadow 
  early in life. A sideways thinker from childhood, Jason’s grasp of 
  unorthodox tactics led him to staggering victories over the Combine 
  and Clans alike. Jason never rushed into a battle, nor lost his head, 
  even when pursuing his personal vendetta against House Kurita. 
  He was a calculating thinker, who often appeared cold to outsiders, 
  but his fellow Hawks recognized that this aloofness stemmed from 
  necessity, as the idea of ordering friends to death or capture grated 
  on his soul. Mellowing after Luthien, Jason spent his days training 
  new MechWarriors and tinkering with his damaged Phoenix Hawk 
  LAM, hoping to see it fly again. Speculation about his anonymous 
  mother ran from a Marik noble to a Clanswoman from Wolf’s 
  Dragoons. Jason dismissed such foolishness, saying only that she 
  was a private person and he respected her right to remain unknown.
  REX PEARCE
  Title/Rank: Leutnant/Lieutenant
  Born: 2982
  Friend and confidant to two generations of Crescent Hawks 
  captains, Rex provided a cool head to Jeremiah’s brashness, and 
  seasoned wisdom to Jason. Never comfortable in the Lyran social 
  hierarchy, Rex languished in the Lyran Regulars until a paperwork 
  error transferred him to the Tenth Lyran Guards under Katrina 
  Steiner. A steady thinker, Rex saw angles others might not have 
  considered; his careful planning and insights into human behavior 
  allowed the Hawks to lure opponents into their talons. Dismayed at 
  Jason’s bloodhound focus on House Kurita, Rex retired after the War 
  of 3039, beginning a decade-long estrangement that only ended 
  after Luthien.
  OLIVAR GRANGE
  Title/Rank: MechWarrior Sergeant
  Born: 3013
  Grange hailed from a line of MechWarriors so long that he often 
  claimed his ancient Terran ancestors fought the dinosaurs in steam-
  powered ’Mechs—telling such stories with the utmost seriousness, 
  nary cracking a smile. An old soul, the Outback native lived a hard 
  life on the Taurian border before joining Jason’s Hawks in the 3030s. 
  Grange never questioned an order; he simply carried them out, 
  whipping the whiners under his command into line behind him. 
  Few knew Grange’s inner self, but occasionally (reportedly, when 
  he was in his cups) he would emote about missed opportunities 
  and a certain baron’s daughter. That this mystery girl apparently 
  “communed with animals and floated on the wind like a snowflake” 
  was among many of the claims he made, which his subordinates 
  took at face value—typically to avoid the bloody lips and broken 
  noses that otherwise became the norm.
  JEREMIAH YOUNGBLOOD II
  Title/Rank: Captain
  Born: 3052
  Bold as his namesake yet cunning as his father, Jeremiah was the 
  commander the Hawks needed to survive the Jihad. Growing up a 
  Kell Hound, Jeremiah knew that fate might someday demand he 
  live up to his name. When his father and Akira Brahe called on him, 
  Jeremiah almost refused for fear he would tarnish the family legacy, 
  but encouraged by his mother, and by fellow Hound Rodney Klatt, 
  Jeremiah rose to be the most dynamic commander the Hawks have 
  ever seen. Leading almost recklessly from the cockpit of his PHX-
  7K, Jeremiah felt only the rush of victory, until defeats at Callison 
  and Muphrid in 3075 subdued him. The loss of half his command at 
  Muphrid sent Jeremiah into a depression, but he emerged stronger, 
  rebuilding and leading the Hawks with a tempered hand. By the 
  end of the Jihad he had seen enough war, and retired to Arc-Royal.
  RODNEY KLATT
  Title/Rank: Lieutenant
  Born: 3047
  Every unit has a square peg, and for many years, Lieutenant 
  Rodney Klatt was the Crescent Hawks’. Gruff, unimaginative, 
  tactically unoriginal and with a love of plodding machinery, Klatt 
  was everything a typical Hawk was not. What he did best in his day 
  was rein in Jeremiah, acting as the practical voice that grounded 
  Jeremiah’s wilder plans, turning the impossible into something 
  workable. In the field, Klatt often tried to act as Jeremiah’s 
  bodyguard—a duty made difficult by the combination of his 
  lumbering Awesome and the speed with which Jeremiah would flit 
  around the battle. Scowling and serious, Klatt alienated many of his 
  comrades, who exacerbated his frustration by making him the butt 
  of any and all practical jokes. Klatt’s greatest (and some would say 
  only) joy was his family. His wife Mari served as his chief tech, and 
  their two young daughters, dubbed the “Baby Hawks,” were doted 
  on by the entire unit.
  
  Crescent Hawks
  Crescent Hawks
  5
  DARIAN BROOKS-HOLDER
  Title/Rank: Lieutenant 
  Born: 3018
  During the Clan Invasion and Jihad, Darian Brooks-Holder served with 
  the Hawks’ air assets, rising to command over the Crimson Hawks from 
  the seat of her Lucifer, a winged menace to the company’s enemies. She 
  was also one of the few Hawks to have served under two Youngbloods, 
  first as a young hotshot when recruited by Jason, and later—after years 
  of seasoning in the Kell Hounds—under Jeremiah, following the death 
  of Lieutenant Schiller at Arcturus in 3073. A master of nape-of-the-earth 
  flying, Darian often pushed the limits of safety by flying below tree lines 
  to close on her target, and it’s said that the visible scrapes on her fighter’s 
  belly evoked winces from pilots and MechWarriors alike. As something of 
  a “grand dame” in Jeremiah’s Hawks, she gave counsel on both military 
  and familial matters. Living for the void and never having children of her 
  own, the Hawks were her family. She was killed in 3077, defending the 
  Hawks’ DropShips over Summer, destroying three Spectral OmniFighters 
  before ramming her crippled Lucifer into an Assault Triumph. 
  CHAYLYNN
  Title/Rank: MechWarrior
  Born: 3055
  Chaylynn had high hopes of being a MechWarrior, but a sub-par 
  showing in her Trial of Position left the Exiled Wolf warrior driving 
  an Epona hovertank instead. Dispirited and disgusted with herself, 
  she soon flushed out of the Clan’s touman altogether, and wandered 
  Arc-Royal for a time trying to find a new passion. But she could not 
  quell her MechWarrior’s heart. After learning that the Youngbloods 
  were recruiting for a reformed Crescent Hawks company, she attended 
  an open Citadel Challenge, and remains the only participant to have 
  defeated the entire enemy force to achieve full victory. Even her 
  former superiors in Clan Wolf-in-Exile were impressed, but Jason and 
  Jeremiah had already scooped her up. Even as a Hawk, Chaylynn never 
  quite outgrew the bitterness that followed her original failures, and 
  was often easily offended and prone to bickering with the other 
  Hawks. Most of her comrades shrugged this off as another example 
  of “the Clan way,” but Rodney Klatt especially hated her poor attitude. 
  JEZEBEL YOUNGBLOOD
  Title/Rank: Captain
  Born: 3112
  Granddaughter of Jeremiah II, the young firebrand who leads 
  today’s Hawks spent as much time on disciplinary probation as she 
  did in combat during her stint with the Kell Hounds. The Youngblood 
  name instilled a cockiness in Jezebel that rubbed her superior officers 
  the wrong way, especially given her ability to back up this bravado 
  in the field. Colonel Evan Kell granted Jezebel command of the 
  reconstituted Hawks as a chance to either succeed and temper her 
  leadership capabilities, or fail and break her reckless spirit once and 
  for all. Though her new Hawks have felt the Falcons’ wrath, Jezebel has 
  dragged them through by sheer force of will. She now commands the 
  most hardened force the Crescent Hawks have ever fielded. As the last 
  living Youngblood, she worries about her ability to carry on the name. 
  Every lover she has taken has died, and Jezebel is now reportedly 
  looking to Clan science to preserve her family’s legacy. 
  DEVILJACK CALLAHAN
  Title/Rank: Scout/None
  Born: 3101
  No matter what world the Hawks find themselves on, DevilJack 
  knows a guy, or he knows a guy who knows a guy. This wastrel of a 
  warrior washed up on Arc-Royal in 3130, and promptly found himself 
  on the wrong side of an Exiled Wolf merchant. DevilJack, however, 
  knew a guy. Instead of jail time, he managed to get himself assigned 
  to “community service” as a janitor for the Kell Hounds’ ’Mech bays. It 
  was there that fate passed him on to Jezebel Youngblood. As a scout, 
  DevilJack visits worlds well in advance of the Hawks’ main force, 
  sniffing out intel, supplies, and potential allies to help make their 
  mission easier. And, if his own pockets get lined in the process, well…
  so be it. Being outside the Hawks’ regular military structure, DevilJack 
  is Jezebel’s “deniable asset,” and the Crescent Hawks’ commander has 
  left him to languish in the occasional jail after his ambitions got the 
  better of him, claiming that “he’s safer in there.”
  ALISE GOGOL 
  Title/Rank: MechWarrior
  Born: 3118
  Special Abilities: Sixth Sense
  In her own words, Alise knows things. When she was three years 
  old, she predicted her mother’s death in a train crash, after which 
  her father sent her to an orphanage. Children and adults shunned 
  the strange, gloomy child, who retreated into simulators for comfort. 
  Her incredible sim talents caught the eye of a recruiter, who 
  encouraged her to attend Sanglamore Academy on Skye. Awkward, 
  but unquestionably skilled, Alise made no friends at Sanglamore, 
  embarrassing her bullies in the simulators, or unsettling them with 
  uncanny predictions of injury. Flunking out, she wandered to Arc-
  Royal, where she met and idolized Jezebel Youngblood, who treats 
  her like both an unwanted sibling and a pet. Alise’s ’Mech is festooned 
  with fetishes and charms, the value of which only she knows. Silent 
  and moody, she often appears bloody and scratched up, even when 
  battles have been few and far between.
  POLONIUS ALLARD
  Title/Rank: Lieutenant
  Born: 3115
  Another famous name attached to the Hawks, Allard cares little 
  for expectations. He does as he will, and history and legacy be 
  damned. The rumor mill claims Pol won his Scourge in a contest 
  with a Wolf Clan Star Captain, the details of which are rather 
  prurient. He has only a rakish smile for those who enquire further. 
  Flippant responses are a trademark of his; it’s said one can never 
  get a straight answer from Polonius Allard. War seems to be the 
  only business he takes seriously. 
  Pol’s levity disappears once seated in his ’Mech, and he takes on 
  mannerisms more becoming an Allard. He prefers bold strikes that 
  throw enemies off balance, hammering them until they break. Pol 
  nurses a personal hatred for Clan Hell’s Horses over the death of a girl 
  he once rejected. A holo of this girl sits in his cockpit, but he never 
  shares her name.
  
  Crescent Hawks
  Crescent Hawks
  6
  Personnel Roster
  Succession Wars Era 
  CRESCENT HAWKS (3039)
  Command Lance
  Captain Jason Youngblood, Veteran, PHX-HK2 Phoenix Hawk LAM
  MechWarrior Stacy Drumm, Regular, Griffin
  MechWarrior Olivar Grange, Veteran, Valkyrie
  MechWarrior Lee Colbrook, Regular, Dervish
  Pursuit Lance
  Lieutenant Rex Pearce, Veteran, COM-1D Commando
  MechWarrior Deuteronomy “Dewey” Mancini, Regular, Jenner
  MechWarrior Olaf Gunnarsson, Veteran, Wolfhound
  MechWarrior Liesel Van Brundt, Green, Locust
  Striker Lance
  Lieutenant Sonja Hinchcliff, Elite, Thunderbolt
  MechWarrior Ned Barenborg, Veteran, Crusader
  MechWarrior Hobart Benson, Green, Dragon
  MechWarrior Nix Chang, Veteran, Warhammer
  Air Company (“Crimson Hawks”)
  Lieutenant Hosni Glover, Elite, Lucifer
  Pilot Darian Brook-Holder, Veteran, Lucifer
  Sergeant Chynna N’gomo, Regular, Corsair
  Pilot Lancaster Fredericks, Green, Corsair
  Sergeant Avery Karlson, Elite, Slayer
  Pilot Roma Washington, Green, Shilone
  Jihad Era
  CRESCENT HAWKS (3076)
  Command Lance
  Captain Jeremiah Youngblood II, Veteran, PHX-7K Phoenix Hawk 
  MechWarrior Benjamin Nagel, Veteran, Hellspawn
  MechWarrior Isold Pleasance, Regular, Starslayer
  MechWarrior Chaylynn, Veteran, Mad Cat
  Pursuit Lance
  Lieutenant Flavia Wilson, Veteran, Spector
  MechWarrior Klytus Spencer, Elite, Talon
  MechWarrior Terry Duchamp, Regular, Cougar
  MechWarrior California Jacobs, Regular, Arctic Fox
  Striker Lance
  Lieutenant Rodney Klatt, Veteran, Awesome
  MechWarrior Beckett Frakes, Regular, Falconer
  MechWarrior Sasha Hind, Veteran, Warhammer
  MechWarrior Sayer, Green, Lynx
  Air Company (“Crimson Hawks”)
  Lieutenant Darian Brooks-Holder, Elite, Lucifer
  Pilot Klaus Meinhardt, Veteran, Lucifer II
  Sergeant Taylor Burkitts Howard, Veteran, Eisensturm
  Pilot Alison Foy, Regular, Chippewa
  Sergeant Mika Dorf, Veteran, Dagger
  Pilot Delmer “Broken Hoof” Ketchum, Green, Dagger
  Dark Age Era 
  CRESCENT HAWKS (3144)
  Command Lance
  Captain Jezebel Youngblood, Elite, Phoenix Hawk
  MechWarrior “Black” Barton Deckert, Elite, Gauntlet
  MechWarrior Bailey Lawrence Redgrave III, Regular, Gyrfalcon
  MechWarrior Isla, Veteran, Mad Cat III
  Pursuit Lance
  Lieutenant Yasmine Takagi, Veteran, Havoc
  MechWarrior Romulus Halstead-Kell, Veteran, Gambit
  MechWarrior Markus “Sweetbottom” Lorde, Veteran, Jaguar
  MechWarrior Alise Gogol, Green, Stiletto
  Striker Lance
  Lieutenant, Polonius Allard, Veteran, Scourge
  MechWarrior Duma Graus, Elite, Vulture Mk IV
  MechWarrior Kress, Veteran, Mangonel
  MechWarrior Cherie Devereaux, Regular, Verfolger
  Air Company (“Crimson Hawks”)
  Lieutenant Thomas “Divebomb” Engelson, Elite, Lucifer III
  Pilot Piper Scheuder, Regular, Morgenstern
  Sergeant Claramond Hertz, Veteran, Picaroon
  Pilot Simon Jung, Green, Picaroon
  Sergeant Rock Ramirez, Veteran, Sternensturm
  Pilot Oda Brodbeck, Veteran, Sternensturm
  Crimson Hawks
  L
  M
  M
  H
  M
  Crescent Hawks (All Eras)
  
  Crescent Hawks
  Crescent Hawks
  7
  Hellhome Canyon
  Kiyev, Free Worlds League
  27 February 3078
   
  “The Fusiliers’ vanguard is engaging 
  our stragglers. Should we turn and 
  fight?”
  “No. We can make a stand once we 
  make the canyons. Numbers won’t 
  matter in there.”
  “I think someone already has that 
  idea, Precentor. There’s movement on 
  the ridges.”
  “Of course there is. Acolyte Maxim, 
  hop up there and look around. Be 
  careful.”
  “Contact! ’Mechs atop the ridges! 
  Not...Fusiliers...like mercenaries.”
  “Maxim, get back down here. 
  Maxim?”
  “Maxim is down, Precentor!”
  “Down? Can anyone confirm?”
  “Confirmed down. A P-Hawk pushed 
  her off a cliff, into the guns of an 
  Awesome. Or was it a Warhammer? I 
  think it was a Warhammer.”
  “Blake be damned. Apollyon will 
  scalp me. Get someone else on the 
  high ground.”
  “The mercenaries hold the peaks, sir. 
  Every time we get up, they are waiting 
  to knock us down again.”
  “And their heavies are in the 
  canyons, waiting to shoot? Fine. Send 
  the Zombies into the canyons. We’ll 
  take them from the ground up.”
  *Muffled thumps*
  “Och, mines! Zauriel, tell the 
  Zombies to clear them.”
  “There are no more Zombies, 
  Precentor. Inferno missiles—“
  “Incoming! Enemy aerospace from 
  the northwest!”
  “Is there anything they don’t have? 
  Damn it, they are just frails! Take them 
  apart already!”
  *Burst of static*
  “Precentor? Precentor..?” 
  —Transmission picked up by 
  amateur radio operators on the edge 
  of Hellhome Canyon, Kiyev
  Going Through Hell
  Although it fell outside Oriente’s borders, the world of Kiyev maintained a mutual defense 
  agreement with the Duchy. When elements of the Forty-seventh Shadow Division were 
  spotted on-planet in 3076, Thomas Halas (then still going by the name Thomas Marik) sent a 
  battalion from the Third Fusiliers to investigate, backed up by the Crescent Hawks. The Manei 
  Domini initially proved unwilling to engage, but after rooting out the Blakist’s DropShips, 
  Captain Jeremiah Youngblood convinced the Fusiliers to herd the enemy into Hellhome 
  Canyon, where his Hawks waited. 
  Game Setup
  Use the River Delta/Drainage Basin #1 and #2 maps. Treat all water hexes as clear terrain 
  at sub-level 3.
  Attacker 
  The attacking force consists of elements from the Forty-seventh Shadow Division, equal to 
  100 percent of the defending players’. This force should include at least one Pwwka LAM. The 
  attacker enters from the western map edge on turn 1. All attacking units are of Veteran skill level.
  Defender
  The defender is the 3076 Crescent Hawks Company (see p. 6). The defending force deploys 
  first, within the canyons, and may place up to ten 10-point minefields on the map before the 
  start of play (see pp. 207-208, TO). 
  Warchest
  Track Cost: 400 WP
  Optional Bonuses
  +300 See You, See Me: Use Double-Blind Rules (see p. 220, TO).
  Objectives
  The following Objective rewards apply to the Crescent Hawks player.
  Goodnight, Precentor: Destroy or cripple as many Blakist units as possible by the end of 
  turn 15. (Reward: +15 WP per unit)
  New Birds, Old Tricks: Defeat the Pwwka LAM without completely destroying it (Reward: 
  +200 WP)
  Special Rules
  There are no special rules in play during this Track. Rules for using Land-Air BattleMechs 
  may be found in Interstellar Operations.
  Aftermath
  The Manei Domini badly underestimated the Crescent Hawks, and paid the price. Though 
  the Hawks suffered thirty percent casualties, they completely annihilated the small Blakist 
  group, and salvaged a Pwwka LAM in the process. The Hawks temporarily denied the canyons 
  to the Fusiliers, claiming their mines made it unsafe, and used the time to drag the LAM 
  wreckage to their DropShips in secret. The exiled Captain-General on Oriente expressed 
  outrage when he found out, but as the Hawks didn’t claim any further salvage due them, no 
  breach of contract was filed.
  
  Crescent Hawks
  Crescent Hawks
  8
  Site B-22M
  Jarrett Sound, Borghese
  Jade Falcon OZ
  13 July 3141
   
  Rain smacked the cockpit canopy 
  like small arms fire. Powerful winds 
  rocked the seventy ton avatar of Jade 
  Falcon supremacy like a child’s swing. 
  Nature’s fury was not to be trifled 
  with, yet here came Jezebel and her 
  whelps, defying both the Clan and 
  the elements to do battle. 
  Lena smiled. Falcons were always 
  stronger than Hawks. Pity Jezebel 
  Youngblood lacked the vision to 
  recognize that. Pity she had scorned 
  Lena’s offer. “We could have been 
  great together, Jez,” Lena said as she 
  fixed her reticule on the incoming 
  Phoenix Hawk.
  Tempest Born
  Desperate to disrupt Clan Jade Falcon’s rampage through the Lyran Commonwealth, 
  Roderick Steiner hired the Crescent Hawks to stage deep raids against Falcon supply lines. 
  The munitions factory on Borghese made a fine target. At the time, the Third Falcon Talon 
  was on-planet, preparing for a second wave of attacks into Lyran territory, refreshing their 
  supplies from the contents of the facilities once held by Clan Wolf. 
  Star Captain Lena, of the Hazen Blood House commanded the Third Talon’s Alpha Beak. 
  A ristar favored by Khan Malvina, she was renowned as the most beautiful woman in Clan 
  Jade Falcon, with skills as a MechWarrior that matched her vanity. When she heard that the 
  Crescent Hawks had slipped onto Borghese, she guessed the munitions factory was their 
  target and laid in wait, determined to humiliate Jezebel, whom she saw as a rival. As the two 
  forces clashed, however, a freak hurricane—the strongest storm to ravage Jarrett Sound in 
  years—came blasting through the region. And Jezebel Youngblood knew how to use a storm...
  Game Setup
  Use two maps from the Light Urban Terrain table (see p. 263, TW). The defending player 
  must then place 5 light, 3 medium, and 1 hardened building on the northern mapsheet, to 
  represent the depot.
  Attacker 
  The attacking force consists of the ground elements from the 3145 Crescent Hawks company 
  (see p. 6). Due to the severe weather at the time, the Hawks’ aerospace assets cannot be used. 
  The attacker deploys on the southern mapsheet.
  Defender
  The defending force consists of Alpha Beak, from the Third Falcon Talon of Clan Jade Falcon’s Gamma Galaxy. The Jade Falcon force should 
  equal 75 percent of the Attacker, and is considered to be of Veteran quality. The defender’s force deploys on the northern mapsheet.
  Warchest
  Track Cost: 400 WP
  Optional Bonuses
  +100 They Have a Cave Troll: The Falcon force equals 100 percent of the attacker’s
  Objectives
  The following Objective rewards apply to the Crescent Hawks player.
  Good Enough is Good Enough: Destroy light buildings. (Reward: +30 WP per light building)
  Burn Them All!: Destroy the entire depot. (Reward: +300 WP)
  Fistful of Feathers: Destroy all Jade Falcon ’Mechs (Reward: +300 WP)
  Special Rules
  This scenario takes place in a hurricane. Use the Wind Storm rules (see p. 61, TO).
  Aftermath
  Sweeping past the Falcon defenders, the Hawks blasted holes in the roofs and walls of every warehouse and factory building, and let 
  the hurricane do the rest. Several warehouses exploded, scorching those Clan ’Mechs that had wandered too close. Trapped in the cockpit 
  of her Grand Summoner, Star Captain Lena burned for nearly a minute before Elementals extracted her. Suffering third degree burns over 
  most of her body and losing both eyes, the great beauty of Clan Jade Falcon would never be so again. Three months later, Lena emerged 
  from her barometric chamber a malformed cyborg, her vanity replaced with a hate that knew no bounds. Khan Malvina gave her leeway to 
  hunt the Crescent Hawks across all known space—and beyond if need be.
  
  Crescent Hawks
  Crescent Hawks
  9
  TOTAL WARFARE / ALPHA STRIKE SPECIAL COMMAND ABILITIES
  Off-Map Movement, Overrun Combat, Tactical Specialization (Attack)
  STRATEGIC BATTLEFORCE FORMATION
  Formation
  Type
  Size
  Move
  JUMP T. Move
  TMM
  Tactics
  Morale
  Skill
  PV
  Formation Specials
  Crescent Hawks (3039)
  BM
  2
  5
  1
  5
  3
  4
  6
  3
  103
  IF2
  Crimson Hawks (3039)
  AF
  2
  5
  —
  —
  —
  4
  6
  3
  58
  BOMB4,FUEL20,PNT2
  Units
  Type
  Size
  Move
  JUMP T. Move
  TMM Arm S
  M
  L
  Skill
  PV
  Unit Specials
  Command Lance
  BM
  2
  5
  3
  5
  2
  12
  2
  3
  2
  3
  36
  IF1
  Pursuit Lance
  BM
  1
  7
  1
  7
  3
  7
  3
  3
  0
  4
  24
  RCN
  Striker Lance
  BM
  3
  4
  0
  4
  1
  15
  4
  4
  3
  3
  43
  IF1
  Formation
  Type
  Size
  Move
  JUMP T. Move
  TMM
  Tactics
  Morale
  Skill
  PV
  Formation Specials
  Crescent Hawks (3076)
  BM
  2
  6
  2
  6
  2
  2
  6
  3
  131
  ECM, IF1, OMNI3, MHQ2
  Crimson Hawks (3076)
  AF
  2
  5
  —
  —
  —
  4
  6
  3
  72
  BOMB4,FUEL20,PNT1
  Units
  Type
  Size
  Move
  JUMP T. Move
  TMM Arm S
  M
  L
  Skill
  PV
  Unit Specials
  Command Lance
  BM
  2
  6
  3
  6
  2
  12
  5
  5
  3
  3
  46
  ECM,IF1,MHQ1,OMNI1
  Pursuit Lance
  BM
  1
  7
  1
  7
  3
  8
  4
  4
  2
  3
  33
  ECM,OMNI2,RCN
  Striker Lance
  BM
  3
  4
  1
  4
  1
  16
  6
  6
  4
  4
  52
  MHQ1
  Formation
  Type
  Size
  Move
  JUMP T. Move
  TMM
  Tactics
  Morale
  Skill
  PV
  Formation Specials
  Crescent Hawks (3144)
  BM
  2
  7
  1
  7
  3
  1
  6
  3
  129
  IF1, MHQ1, OMNI1, RCN
  Crimson Hawks (3144)
  AF
  2
  5
  —
  —
  —
  4
  6
  3
  67
  BOMB3,FUEL16
  Units
  Type
  Size
  Move
  JUMP T. Move
  TMM Arm S
  M
  L
  Skill
  PV
  Unit Specials
  Command Lance
  BM
  2
  7
  2
  7
  3
  12
  4
  4
  4
  3
  45
  IF1,LPRB,MHQ1,OMNI1,RCN
  Pursuit Lance
  BM
  1
  8
  1
  8
  3
  9
  4
  4
  1
  3
  33
  BH,ECM,RCN
  Striker Lance
  BM
  3
  5
  1
  5
  1
  15
  6
  6
  3
  3
  51
  ABSTRACT COMBAT SYSTEM COMBAT TEAMS
  Combat Team
  Type
  Size
  Move
  JUMP T. Move
  TMM Arm S
  M
  L
  Skill
  PV
  Combat Team Specials
  Crescent Hawks (3039)
  BM
  2
  5
  1
  5
  3
  11
  3
  3
  3
  3
  34
  IF2
  Crescent Hawks (3076)
  BM
  2
  6
  2
  6
  4
  12
  5
  5
  3
  3
  44
  ECM, IF1, OMNI3, MHQ2
  Crescent Hawks (3144)
  BM
  2
  7
  1
  7
  3
  12
  5
  5
  3
  3
  43
  IF1, MHQ1, OMNI1, RCN
  Air Company (3039)
  AF
  2
  5
  —
  5
  2
  8
  2
  2
  1
  3
  19
  BOMB1,FUEL20
  Air Company (3076)
  AF
  2
  5
  —
  5
  2
  8
  3
  3
  1
  3
  24
  BOMB1,FUEL20
  Air Company (3144)
  AF
  1
  5
  —
  5
  2
  9
  2
  2
  1
  3
  22
  BOMB1,FUEL16
  
  Crescent Hawks (3039) 
  Command Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Command Lance (CO p. 63, ACS p. 153)
  Jason Youngblood (Phoenix Hawk LAM) Special Pilot Abilities: Prior to the beginning of play, assign two SPAs to Captain 
  Jason Youngblood from among the following: Combat Intuition, Demoralizer, Speed Demon (affects jump Move)
  BV: 3,141 (Not adjusted for Skill Ratings, Phoenix Hawk LAM not included)
  PV: 119 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3039) 
  Pursuit Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Pursuit Lance (CO p. 65, ACS p. 152)
  BV: 2,814 (Not adjusted for Skill Ratings)
  PV: 77 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3039) 
  Striker Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Battle Lance (CO p. 62, ACS p. 150)
  BV: 5,076 (Not adjusted for Skill Ratings)
  PV: 153 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3039) 
  Air Company (“Crimson Hawks”)
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Strike Squadron (CO p. 68, ACS p. 155)
  BV: 7,556 (Not adjusted for Skill Ratings)
  PV: 190 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this squadron only.
  
  Crescent Hawks (3076) 
  Command Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Command Lance (CO p. 63, ACS p. 153)
  BV: 6,706 (Not adjusted for Skill Ratings)
  PV: 160 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3076) 
  Pursuit Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Sweep (Pursuit) Lance (CO p. 65, ACS p. 152)
  BV: 4,826 (Not adjusted for Skill Ratings)
  PV: 114 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3076) 
  Striker Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Battle Lance (CO p. 62, ACS p. 150)
  BV: 7,238 (Not adjusted for Skill Ratings)
  PV: 167 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3076) 
  Air Company (“Crimson Hawks”)
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Strike Squadron (CO p. 68, ACS p. 155)
  BV: 10,760 (Not adjusted for Skill Ratings)
  PV: 248 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this squadron only.
  
  Crescent Hawks (3144) 
  Command Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Command Lance (CO p. 63, ACS p. 153)
  BV: 7,854 (Not adjusted for Skill Ratings)
  PV: 167 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3144) 
  Pursuit Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Pursuit Lance (CO p. 65, ACS p. 152)
  Alise Gogol (Stiletto) Special Pilot Abilities: Lucky (1)
  BV: 4,994 (Not adjusted for Skill Ratings)
  PV: 117 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3144) 
  Striker Lance
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: Striker Lance (CO p. 66, ACS p. 151)
  BV: 7,362 (Not adjusted for Skill Ratings)
  PV: 180 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this lance only.
  
  Crescent Hawks (3144) 
  Air Company (“Crimson Hawks”)
  Special Command Abilities: Off-Map Movement, Overrun Combat, Tactical Specialization (Attack) 
  Formation: None
  BV: 9,404 (Not adjusted for Skill Ratings)
  PV: 233 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Crescent Hawks company.
  Formation Bonus Abilities apply to this squadron only.
  
  LAND-AIR BATTLEMECH RECORD SHEET
  TM
  © 2010 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and the 
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  LAM DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  BattleMech Mode
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht Dmg Min Sht Med Lng Aero
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  AirMech Mode
  Cruising: 
  Flank: 
  Fighter Mode
  Safe Thrust: 
  Max Thrust: 
  Name:
  Gunnery Skill:
  Piloting Skill:
  Aerospace
  BattleMech
  Gunnery Skill:
  Piloting Skill:
  Life Support
  Landing Gear
  Structural Integrity
  Sensor Hits
  Gyro Hits
  Engine Hits
  Avionics
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  Avionics
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  Landing Gear
  Landing Gear
  Avionics
  Avionics
  Landing Gear
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Damage Transfer
  Diagram
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
   Heat
     Level* 
  Effects
   
  30 
  Shutdown
   
  28 
  Ammo Exp. avoid on 8+
   
  26 
  Shutdown, avoid on 10+
   
  25 
  –5 Movement Points 
  /Rand. Movement 10+
   
  24 
  +4 Modiﬁer to Fire
   
  23 
  Ammo Exp. avoid on 6+
   
  22 
  Shutdown, avoid on 8+
   
  20 
  –4 Movement Points 
  /Rand . Movement 8+
   
  19 
  Ammo Exp. avoid on 4+
   
  18 
  Shutdown, avoid on 6+
   
  17 
  +3 Modiﬁer to Fire
   
  15 
  –3 Movement Points 
  /Rand. Movement 7+
   
  14 
  Shutdown, avoid on 4+
   
  13 
  +2 Modiﬁer to Fire
   
  10 
  –2 Movement Points 
  /Rand. Movement 6+
   
  8 
  +1 Modiﬁer to Fire
   
  5 
  –1 Movement Points 
  /Rand. Movement 5+
  (AirMech +3)
  ARMOR DIAGRAM
  A
  D
  B
  C
  F
  E
  Advanced
  Movement
  Compass
  INTERNAL STRUCTURE DIAGRAM
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (15)
  Left
  Leg
  (15)
  Left Arm
  (10)
  Right Arm
  (10)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (5)
  Center
  Torso
  (23)
  Head (6)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12
  Single
  5
  8
  5
  15
  23
  5
  8
  PHX-HK2 PHOENIX HAWK LAM
  Inner Sphere (Advanced)
  Star League
  50
  1 
  Large Laser 
  RT 
  8 8 [DE] — 
  5 
  10 15 8 (M)
  1 
  Medium Laser 
  RA 3 5 [DE] — 
  3 
  6 
  9 5 (S)
  1 
  Machine Gun 
  RA 0 
  2 
  — 
  1 
  2 
  3 2 (S)
   
   
   
   [DB,AI]
  1 
  Medium Laser 
  LA 
  3 5 [DE] — 
  3 
  6 
  9 5 (S)
  1 
  Machine Gun 
  LA 
  0 
  2 
  — 
  1 
  2 
  3 2 (S)
   
   
   
   [DB,AI]
  Fuel: 80
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Machine Gun
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Heat Sink
  Jump Jet
  Ammo (MG) 200
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Machine Gun
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Jump Jet
  Large Laser
  Jump Jet
  Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  2016
  
  Awesome AWS-9Q Klatt
  3
  5
  0
  80
  1,805
  Era: 
  Jihad
  Inner Sphere
  2011
  (9)
  (24)
  (24)
  (31)
  (26)
  (26)
  (34)
  (34)
  (10)
  (19)
  (10)
  (17)
  (17)
  (13)
  (13)
  (25)
  (17)
  (17)
  1
  Small Pulse Laser
  HD
  2
  3 [P,AI]
  1
  2
  3
  1
  C  Slave
  3
  CT
    [E]
  1
  PPC
  RT
  10 10 [DE]
  3
  6
  12
  18
  1
  PPC
  LT
  10 10 [DE]
  3
  6
  12
  18
  1
  PPC
  RA
  10 10 [DE]
  3
  6
  12
  18
  1
  PPC
  LA
  10 10 [DE]
  3
  6
  12
  18
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  PPC
  PPC
  PPC
  Shoulder
  Upper Arm Actuator
  Lower Arm Actuator
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  PPC
  PPC
  PPC
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Fusion Engine
  Fusion Engine
  Fusion Engine
  C  Slave
  3
  Roll Again
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  PPC
  PPC
  PPC
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  Double Heat Sink
  PPC
  PPC
  PPC
  Life Support
  Sensors
  Cockpit
  Small Pulse Laser
  Sensors
  Life Support
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Roll Again
  Roll Again
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OO
  OOO
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  OOO
  O
  O
  OOO
  O
  O
  O
  O
  O
  O
  OO
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  19 (38)
  Double
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  O
  2016
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Spotlight On/E-CAT35SN101_Spotlight On - Crescent Hawks.pdf