’Mech Manual: Wraith TR1

The invasion of the Clans shocked the Inner Sphere. While none of the leaders expected a time of peace, the overwhelming assault of technologically superior enemies was a far cry from what the expected Fifth Succession War.

Given breathing room thanks to the Truce of Tukayyid, the militaries of the Great Houses started a buying spree for new, high tech ’Mechs so that they could be ready when the truce failed and the invasion renewed. This buying spree presented an opportunity for new manufacturers. One company that jumped into the market was Curtiss Hydrosystems, a water purification equipment manufacturer. The company’s owners saw the opportunity to convert their factory space to weapons of war and increase their profit margins.

The Wraith TR1 was the debut design of the newly incorporated Curtiss Militech. It is a 55-ton design with a focus on speed and maneuverability. Surprisingly, Curtiss was able to incorporate cutting edge technology into the design despite it being their first foray into military equipment.

While Curtiss was located in the Free Worlds League, but the Wraith was sold on the open market. In addition to its home nation, it could be found in the service of the Capellan Confederation, Draconis Combine, Magistracy of Canopus, the Word of Blake, and mercenaries. Paradise, where Curtiss Militech was located, was destroyed by Regulan forces at the end of the Blakist Jihad, but the Wraith was a popular enough design that it was purchased by Hellespont ’Mech Works and is now manufactured on Sian in the Capellan Confederation.

Read This First

  • You’re a skirmisher, so stay mobile to keep up your target movement modifier
  • You can’t deal much damage, so make the most of your mobility and accuracy to deal damage where it matters (hard-to-hit lights and the thin rear armor of heavier targets)
  • Either jump out of sight or hold fire with your large pulse laser for a round to cool off after a round of jumping and firing everything

Wraith TR1

  • Role: Skirmisher
  • Tech Base: Inner Sphere (3055)
  • Chassis: 55 tons (Endo Steel)
  • Movement: 7 / 11, XL
    • Jumping: 7
  • Armor: 152 (Ferro Fibrous)
  • Heat Sinks: 10 (20)
  • Weapons:
    • Large Pulse Laser
    • Medium Pulse Laser × 2
  • Design Quirks:
    • Difficult to Maintain
    • Ubiquitous
  • Cost: 13,225,323 C-Bills
  • Battle Value: 1,287


Built around maneuverability, the Wraith is fast and jump capable. It can move as fast as many light ’Mechs with 7 walking MP and 11 running MP. Then it is equipped with 7 jump jets that let it easily bypass even the roughest terrain. That speed gives the Wraith the ability to achieve a +4 target movement modifier either running or jumping. That evasive bonus can be key to keeping the Wraith in a battle, so a MechWarrior should make sure that they are making the most of their mobility.


Achieving its mobility meant that the TR1 had to make sacrifices in its armor. It carries only 82% of the maximum for its 55-ton chassis which puts it more in line with a ’Mech that is 5 tons lighter. It is also equipped with an XL engine which means that it cannot survive the loss of either of its side torsos. One advantage that is has it that it doesn’t carry any explosive components.


The Wraith TR1 carries a short range but accurate set of weapons. It has one large pulse laser and two medium pulse lasers. The Inner Sphere pulse lasers suffer from short ranges, so a MechWarrior can only target enemies out to 10 hexes. Their improved accuracy means that those laser shots are more likely to hit though even when taking shots at long range.

Maximum and Expected Damage

The TR1’s lasers are positioned to give it a wide firing arc. The large pulse laser is in its right arm and the two mediums are in its left arm. That means that no matter where an enemy is, the Wraith can target it with at least one of its weapons.

Maximum Damage for Firing Arcs

None of the TR1’s weapons require ammunition, so the only reason for a MechWarrior not to shoot is heat.

Heat Management

The Wraith TR1’s heat sinks are perfectly capable of keeping it cool while it runs and fires all of its weapons, but unfortunately, a MechWarrior will likely be using the jump jets a lot in the heat of battle. When firing all of its jump jets, the Wraith will overheat by 5 if it also fires all of its weapons. That will quickly build up, so a MechWarrior should either follow that up by jumping out of sight or holding fire with its large pulse laser for a round.

Heat-Adjusted Maximum and Expected Damage


The Wraith doesn’t have much reason to initiate a melee, but the close ranges it prefers to fight at make it fairly easy for an enemy to get within arms’ reach. Both of its arms have full actuator sets so they can punch for 6 damage, but that will generally be less accurate and less damage than it can do with its arm mounted lasers. Instead, it can kick for 11 damage.

Cost & Upkeep

Curtiss Militech spared no expense on its debut design. The cutting-edge XL engine, endo steel structure, and pulse lasers push up the price tag to roughly triple what a Phoenix Hawk PXH-1 costs. The Difficult to Maintain quirk adds to its cost, but thanks to being sold on the open market it benefits from the Ubiquitous quirk that makes parts easier to find. Its laser armament also means that commanders don’t need to worry about paying for ammunition.

When using the Warchest Point system, these are the expected costs for the Wraith TR1:

Purchase1,100 SP
Armor Repair55 SP
Structure Repair110 SP


A new plastic miniature for the Wraith TR1 is included in the Alpha Strike box.


More ’Mech Manuals

By Scott Boehmer

A game enthusiast and software engineer.

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