Mobile Headquarters (LRM)
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- Type
- Combat Vehicle
- Tech
- Inner Sphere
- Mass
- 25t
- Intro
- 2620 Star League
- Rules
- Introductory
- Cost
- 516.6K C-bills
- Move
- Armor
- 80 pts
LRM 10
Battle Value
402by skill
Point Value
20

TR:3039 · Record Sheets: RS:3039u
Compare this unit(LRM)
Mobile Headquarters
PV20
TP: CVSZ: 1TMM: 0MV: 12"w
ROLE: —
Damage
S (+0)
0*
M (+2)
1
L (+4)
1
Heat not tracked

Special , , , , ,
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 36Skill 1 32Skill 2 28Skill 3 24Skill 4 20Skill 5 18Skill 6 16Skill 7 14Skill 8 12
Availability by era
8 eras · 2 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 929 |
| G1 | 2 | 812 |
| G2 | 3 | 675 |
| G3 | 4 | 531 |
| G4 | 5 | 402 |
| G5 | 6 | 346 |
| G6 | 7 | 310 |
| G7 | 8 | 273 |
| G8 | 8 | 257 |
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 (LRM) is a 25-ton wheeled combat vehicle. It cruises at 65 km/h and can push to 97, brisk for its size. A turret carries a single LRM 10, and the hull houses communications equipment. The crew rides behind standard armor, with a fusion engine driving the wheels.
Armor & loadout
MOBILE HEADQUARTERS (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) current variant 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 20
Mobile 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) 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