Part 1 - Building a Unit
The "classic" lance structure (as extolled by the original manual that came with the boxed BattleTech game) was composed of 2 Heavy, 1 Medium, and 1 Light 'Mech (specifically a Marauder, an Orion, a Hunchback, and a Spider). This lance, once each weight class is assigned a point value, comes out to 9 points. A company (3 lances) would be a total of 27 points.
So I came up with the following structure for the first part of the challenge:
- Light 1
- Medium 2
- Heavy 3
- Assault 4
Total Points: 30
Develop your unit ('Mechs only) using the point structure above to the maximum value. You will use these 'Mechs in the second part of the challenge. The 'Mechs available for the challenge will be those from the original TRO 3025. Any of them are available for you to use (even the LAMs if you decide to go that route).
Part 2 - Upgrade Challenge
Your jumpship comes out into a star system that is unfamiliar to you. Your unit was headed across the corridor of stars that had once been home to the Terran Hegemony when the jumpship hit a spatial anomaly (yes, I took the idea from Far Country). Now you find that the jumpship is damaged, but the good news is that the jumpship can be repaired. Your unit needs to rest following the recent battles that you've been part of and the unit needs something to take their mind off the situation.
The astrogation department on the jumpship struggles to identify the location in relation to the rest of the Inner Sphere, but does manage to identify parts of the solar system that you find yourself in. Two large debris belts border the habitation zone, also known as the Goldilocks zone. Several gas giants are also in the system with a myriad of moons around them. The telescopes identify a pair of worlds that exist in the habitation zone and work continues apace as the department studies both worlds.
Slowly a picture of life on the outer planet comes in showing that it is a blasted desert world much like Mars with several large structures seen on the surface. The other world seems to be pristine, almost a copy of Terra, pastoral in appearance. Structures are also visible on this world, but unlike the other world seem to be in good shape. As your unit gathers together, the decision comes to undock from the jumpship and make a run to the pastoral world for the time being to keep your unit members from being underfoot while the jumpship crew makes repairs.
As the first dropships arrive around the pastoral world, more extensive structures are seen. The largest appears to be a massive tower with a huge symbol on it. The computers manage to identify the symbol as the Cameron Star. Once again a vote is taken and the crew decides to explore the area further. The first few dismounted MechWarriors identify a large cache of explosives, massive amounts of pentaglycerine. A series of igniters are connected to them, but they obviously haven't been detonated. Closer examination shows that a large rat was fried at the main junction when it tried to gnaw at the wires. It seems to be that the structure was supposed to be destroyed at some point in the past.
Deeper exploration shows a working terminal. As you approach you see that a series of cameras have been following your progress across the room. The terminal's display comes to life: "Enter your request..." After several hours of work you find that the terminal is just the tip of the metaphorical iceberg. The facility is a Terran Hegemony Refit and Repair Station. It is completely automated and can modify, repair, and upgrade BattleMechs using the stored supplies. The system is fully automated, the 'Mech enters one end, and exits with the modifications from the other end.
More questions come to mind and your unit as a whole decide to proceed with the experiment.
Instructions: Use your created lances (from above) and upgrade them using Star League equipment (list to follow in another post, damn word limit). Keep in mind that supplies are limited and you will have to make some design considerations.