compiled overview of the 35
ton Garm 'Mech, from various
BattleTech novels and game sourcebooks:
Named for the mythological hound noded above, the
Garm was designed as a light support
'Mech for
Federated Commonwealth fire lances. The
Garm entered a field dominated for centuries by the famed
Valkyrie, which has been a signature
'Mech of the
Federated Commonwealth. The two
'Mechs share similar capabilities. Despite its heavy firepower, the
Garm made few
inroads into the
Commonwealth military, but did find some takers in
mercenary units serving in the
Chaos March.
The biggest break for the
Garm came when the Defense Forces of the
Taurian Concordat, a nearby
Periphery state, picked up several
production runs.
Johnston Industries was prepared to kill the model when
news reports from the
Periphery showed several
lances of the
Garm handily fending off
pirate raids on the
Taurian Concordat world of
Mithron. After that, the
Federated Commonwealth began to take serious notice of the design and ordered several hundred of the
'Mechs to fill its frontline units.
Slightly less armored than other
'Mechs of its weight class, the
Garm carries greater long-range striking ability with its newly developed
Mydron Excel 5SG Class autocannon. Pairing the autocannon with the
Federated 10-Shot long-range missile launcher, the
'Mech can quickly shave away
armor on light opponents. The
Garm is very maneuverable, with enough
ground speed to match most heavier
scouts. The
Garm also comes equipped with
jump jets, adding a necessary mobility edge.
The
Garm also has two fully functional
hands. They were not part of the original design, but engineers saw a need for them; particularly with the growing presence of armored
infantry on the modern battlefield. The hands also complement the
jump jets when navigating
tricky mountainous terrain.
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