The Commando COM-2D was designed as an alternative to the more numerous Wasp and Stingers as a reconnaissance 'Mech. While not jump-capable, the Commando has far stronger weapons than either of the more famous scout 'Mechs.

Conceived by engineers at Coventry Defense during the last days of the Protectorate of Donegal, the first prototype Commando was tested in 2463 and carried a large laser on the right arm. Because the sudden heat generated by the laser was breaking down the lubricants in the 'Mech's wrist and hand, the weapon was later replaced with a SRM four-rack.

The Commando was commissioned by the Protectorate of Donegal in 2466, and then adopted by the entire Lyran Commonwealth after the Protectorate became part of it. Though the Star League made many attempts to draft the Commando model into it's own forces, the Commonwealth managed, through clever stalling and subtle lying, to keep the design to themselves. That has proved a prudent move on the part of the Commonwealth.

Affiliation - House Steiner

Model Type - COM-2D Commando

Class - Light Battlemech

Crew - 1

MDC By Location

Head - 75

Reinforced Crew Compartment - 150

Main Torso - 300

Arms - 125ea

Hands - 60ea

Legs - 175ea

Feet - 80ea

SRM6 - 45

SRM4 - 35

Medium Laser - 30

Note - the head can only be hit by a called shot and is -3 to strike.

Armour - Stops up to and including all standard 7.62mm rounds


Running - 97.2 kph


Weight - 25 tons

PS - Robotic 25

Cargo - Minimal space for personal items and weapons

Power System - GM 150 Fusion Engine


Weapon Type - SRM 6 (1 main torso)

Range - 900m

Damage - 3d4x10+5

Rate Of Fire - 4 per melee

Payload - 15

Bonuses - na

Weapon Type - SRM 4 (1 right arm)

Range - 900m

Damage - 1d6x10+15

Rate Of Fire - 4 per melee

Payload - 25

Bonuses - na

Weapon Type - Medium Laser (1 left arm)

Range - 900m

Damage - 2d4x10

Rate Of Fire - 4 per melee

Payload - na

Bonuses - na

Bonuses and Penalties

Use Robot Combat Training

Lift - 12.5 tons, Carry - 6.25 tons

Punch - 1d6

Restrained Punch - 4d6 sdc

Kick - 2d4+2

Body Block - 1d6/2

Systems of Note

Combat Computer - Identifies friendly and enemy units, types, and classes. Range 3km

Radar - Detects friendly or enemy units in the surrounding area. Affected by terrain. range - 10km

Target Interlocking Circuits - These allow you to link weapons together in order to fire them at the same time. Each weapon still needs a separate to-hit roll. This system gives you 3 "circuits" to set up which can be rearranged as needed at the cost of 2 melee actions. You may have them set up prior to the start of the game.

Damage Monitor - This system gives the pilot a detailed reading of their units status and damage situation including ammunition counters and diagnostics. It can also give a rough readout of enemy units status in regards to their damage and functionality status.

Ejection System - Once the head is reduced to zero and the pilots compartment is reduced to zero, the pilot is automatically ejected in order to save them. Once propelled skyward out of the ruined mech, they parachute safely to the ground.

References Used

Battletech Technical Manual 3025 (FASA)

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