Mobile Headquarters (ICE - LRM)
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- Type
- Combat Vehicle
- Tech
- Inner Sphere
- Mass
- 25t
- Intro
- 2850 Early Succession War
- Rules
- Standard
- Cost
- 323.2K C-bills
- Move
- Armor
- 80 pts
LRM 10
Battle Value
387by skill
Point Value
19

TR:3039 · Record Sheets: RS:3039u
Compare this unit(ICE - LRM)
Mobile Headquarters
PV19
TP: CVSZ: 1TMM: 0MV: 10"w
ROLE: —
Damage
S (+0)
0*
M (+2)
1
L (+4)
1
Heat not tracked

Special , EE, , , , , ,
Critical hits
ENGINE½ MV and Damage
FIRE CONTROL+2 To-Hit Each
WEAPONS-1 Damage Each
MOTIVE-2 MV½ MV0 MV
Alpha Strike Stats
SkillPVSkill 0 35Skill 1 31Skill 2 27Skill 3 23Skill 4 19Skill 5 17Skill 6 15Skill 7 13Skill 8 11
Availability by era
6 eras · 3 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 894 |
| G1 | 2 | 782 |
| G2 | 3 | 650 |
| G3 | 4 | 511 |
| G4 | 5 | 387 |
| G5 | 6 | 333 |
| G6 | 7 | 298 |
| G7 | 8 | 263 |
| G8 | 8 | 248 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The Mobile Headquarters (ICE - LRM) is a 25-ton wheeled combat vehicle, cruising at 54 km/h with a top speed of 86. Its turret carries a single LRM 10, and the hull houses communications equipment. The crew rides behind standard armor plate.
Armor & loadout
MOBILE HEADQUARTERS (ICE - LRM)
Missile
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Msl | T | 1 | 1 t ammo in B |
| otherCommunications Equipment2 t | B |
Systems & manufacturers
Mobile Headquarters variants (6)
(LL) Role — Tech base Inner Sphere Rules Introductory Alpha Strike abilities ENE, MHQ3, RCN, SRCH, TUR(1/1/-) Introduced 2620 Battle value 435 Point value 19(LRM) Role — Tech base Inner Sphere Rules Introductory Alpha Strike abilities IF1, MHQ2, RCN, SRCH, TUR(0*/1/1, IF1) Introduced 2620 Battle value 402 Point value 20Mobile Headquarters Role — Tech base Inner Sphere Rules Standard Alpha Strike abilities CT0.5, ENE, MHQ7, RCN, SRCH, TUR(1/1/-) Introduced 2620 Battle value 319 Point value 21(ICE - LL) Role — Tech base Inner Sphere Rules Standard Alpha Strike abilities EE, ENE, MHQ2, RCN, SRCH Introduced 2850 Battle value 249 Point value 12
(ICE - LRM) current variant Role — Tech base Inner Sphere Rules Standard Alpha Strike abilities CT0.5, EE, IF1, MHQ2, RCN, SRCH, TUR(0*/1/1, IF1) Introduced 2850 Battle value 387 Point value 19
(ICE) Role — Tech base Inner Sphere Rules Introductory Alpha Strike abilities EE, ENE, MHQ2, RCN, SRCH, TUR(1/1/-) Introduced 2850 Battle value 319 Point value 18